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TABLE OF CONTENTS TABLE OF CONTENTS WELCOME TO THE FLEET Getting Started ........................................................................... 5 Launch Screen .............................................................. 5 Installation.................................................................. 5 Quickstart .................................................................... 5 Main Menu ................................................................................. 6 Tutorials ...................................................................... 6 Skirmish Mode .............................................................. 6 Single Player Campaign.................................................. 6 Dynaverse 3 ................................................................. 6 Exit Game .................................................................... 6 Options Menu ............................................................................. 7 Game Controls .............................................................. 7 Audio Controls .............................................................. 8 Video Controls .............................................................. 8 Keyboard Remapping ..................................................... 9 Basic Starship Controls ................................................................. 10 Alert Status ................................................................. 10 Turning ....................................................................... 10 Speed ......................................................................... 11 Targeting ..................................................................... 11 Weapon Selection/Control .............................................. 12 Shields ........................................................................ 14 Communication............................................................. 14 Cloaking ...................................................................... 15 1
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Page 1: WELCOME TO THE FLEET - Star Trek Games.CZ · WELCOME TO THE FLEET Welcome to the third game in the Starfleet Command series. SFC3 is a game of tactical starship combat set in Star

TABLE OFCONTENTS

TABLE OF CONTENTS

WELCOME TO THE FLEET

Getting Started ........................................................................... 5

Launch Screen.............................................................. 5

Installation.................................................................. 5

Quickstart.................................................................... 5

Main Menu ................................................................................. 6

Tutorials ...................................................................... 6

Skirmish Mode.............................................................. 6

Single Player Campaign.................................................. 6

Dynaverse 3 ................................................................. 6

Exit Game.................................................................... 6

Options Menu ............................................................................. 7

Game Controls .............................................................. 7

Audio Controls.............................................................. 8

Video Controls .............................................................. 8

Keyboard Remapping ..................................................... 9

Basic Starship Controls.................................................................10

Alert Status .................................................................10

Turning .......................................................................10

Speed .........................................................................11

Targeting .....................................................................11

Weapon Selection/Control ..............................................12

Shields........................................................................14

Communication.............................................................14

Cloaking ......................................................................15

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Empires......................................................................................43

The United Federation of Planets ....................................43

Klingon Empire.............................................................44

Romulan Empire ...........................................................45

Borg Collective .............................................................46

Ships.........................................................................................47

Weapons ....................................................................................62

Ship Systems ..............................................................................69

Key Bindings ..............................................................................71

Credits .......................................................................................73

Customer Support ........................................................................77

Software License Agreement..........................................................79

Scanning .....................................................................16

Repairs........................................................................16

Advanced Starship Controls ...........................................................17

Marines .......................................................................17

Power Allocation...........................................................18

Helm Controls ..............................................................19

Science .......................................................................21

Tractor Beam................................................................22

Transporters .................................................................23

Shuttles ......................................................................23

Officers .......................................................................24

Mines..........................................................................25

Skirmish Mode ............................................................................26

Setting up Single Player ................................................26

Joining a Multiplayer Skirmish........................................29

Hosting a Multiplayer Skirmish .......................................30

Film Room ...................................................................31

Vessel Library ...............................................................31

Single Player Campaign ................................................................32

The Hex Map ................................................................32

Loading Saved Games ....................................................38

Conquest Mode .............................................................38

Dynaverse 3 .............................................................................39

Signing Up ..................................................................39

Setting Up Your Character ..............................................39

Gameplay.....................................................................40

Dynaverse 101..............................................................41

TABLE OFCONTENTS

TABLE OFCONTENTS

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GETTING STARTED

Launch ScreenThe following options are available fromthe splash screen:

Install: Begins the installation of thegame. This button will change to “Play”once the game is installed.

Uninstall: Removes the installation ofthe game.

Extras: Click here for information on other Activision products.

Support/Info: Click to access the SFC troubleshooting document if you are having problems with the game.

Quit: Closes the launch screen.

InstallationTo install the game, insert the SFC3 CD into your CD-ROM drive and chooseone of the following actions:

If your CD-ROM drive has AutoPlay enabled, the Launch Screen will appear automatically. Click “Install” and follow the on-screen installationinstructions.

If AutoPlay is not enabled, Double-click on the “My Computer” icon on yourdesktop. Double-click on the CD-ROM drive icon. Double-click on the “Setup”icon. When the Launch Screen appears, click “Install” and follow the on-screen instructions.

QuickstartIf you want to jump into the game and start playing right away, skip aheadto the Basic Starship Controls section on page 10. This section describes thebasic controls to play the game. Once you’re comfortable with them you canmove on to Advanced Starship Controls on page 18, which goes into moredetail on ship systems and tactics.

WELCOME TO THE FLEETWelcome to the third game in the Starfleet Command series. SFC3 is a gameof tactical starship combat set in Star Trek: The Next Generation® era of theStar Trek universe. It contains a single player campaign in which you canexperience an epic universal conflict from three sides: Klingon, Romulan, andFederation. In addition to completing story-critical missions while exploringthe galaxy, you will be able to take on optional missions to gain prestige,allowing you to hire more experienced officers, buy better ships, and refityour existing ship. These options combine to bring you the most immersivesingle player SFC yet.

SFC3 also brings you Dynaverse 3, an exciting multiplayer component thatallows you to join one of 4 empires and fight alongside and against othercaptains for control of the galaxy. You’ll be able to form fleets with yourfriends to raid enemy convoys, siege planets, and attack enemy fortifications.Each victory will bring your side more prestige to bolster its forces for future conflicts.

Activision and Taldren have worked hard to bring the Starfleet Commandseries into this universe, and we hope you enjoy it.

GETTING STARTEDINTRODUCTION

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OPTIONS MENUThis menu allows you to tweak game options to your liking, as well as adjustsound and video options and re-assign keyboard controls (note that keyboardre-mapping is only available from the menu screens; the in-game optionsmenu does not contain this feature).

Camera Controls This section allows you to change yourcamera controls while in the game. Thefollowing options are available:

Overhead: A view of your ship and itssurroundings from directly overhead, with your ship in the center of thescreen. If you have an enemy targeted, the screen will zoom out as yourtarget moves away, allowing you to keep them in sight at all times. In largebattles, this is often a better view for strategic planning. You can access thiscamera angle in game by pressing F1.

Chase: This view locks the camera on your current target. You can accessthis camera angle in game by pressing F2.

Follow: This is the default view for SFC3. It shows your ship from a 3Dperspective just above the plane of attack that can be zoomed in and outwith the + and – keys. You can access this camera angle in game by pressing F3.

Enemy: This view places your target in the foreground but still allows you tosee your ship. You can access this camera angle in game by pressing F4.

Target: This button will toggle the camera lock on your target. Whenactivated, the camera will always keep your opponent on screen by zoomingout (in Overhead mode) or by rotating the camera (in Follow mode). Whentoggled off, the camera will stay behind your ship. You can also toggle thisfeature on and off while in game by pressing F5.

MiscellaneousThis section of the menu allows you toset game functions and adjust volume.The following options are available:

Quick Tips: When turned on, a helpful tip will appear if you hold the mouseover most buttons in the game. When turned off, the tips will not appear.

MAIN MENUDouble-click on the SFC3 icon on yourdesktop or select SFC3 from the Start Menuto begin the game. After a brief loadingperiod, you will be greeted by the MainMenu, which contains thefollowing options:

Explore Tutorials: This section is wherenew captains can learn the basics ofstarship control. It covers everything from

helm maneuvers to combat controls. Clicking on this button will allow you toselect from six different Starfleet Academy classes. If you’re new to thegame, you should play them in order. If you’re a returning captain and arefamiliar with the basics, feel free to skip ahead.

Single/Multiplayer Skirmish: If you’d like to dispense with story and jumpright into combat, this is the section for you. From this menu, you can setupany combat scenario you’d like to play against either computer-controlled orhuman opponents. Setting up a skirmish and the numerous options availableare detailed on page 26.

Single Player Campaign: This menu grants you access to SFC3’s immersivesingle player missions. You can choose to play as either the Klingons,Romulans, or Federation. As these campaigns feature a storyline which playsout over all three, we recommend you play them in order to get the fullscope of the story. However, if you’re disgusted by the idea of playing asneaky, untrustworthy Romulan, feel free to skip around. More details on theSingle Player Campaign can be found on page 32.

Multiplayer Online Campaign: Select this menu to sign on to a Dynaverse 3server and begin your quest to conquer the galaxy. You’ll need to sign up foran account and choose a team before you’re sent out to battle alongsideyour friends to destroy the competition. Dynaverse 3 is examined in moredetail on page 39. You will need a internet connection to play on theDynaverse 3.

Options: This button allows you to adjust audio, video and gameplaysettings. See page 7 for more information.

Exit Game: This button allows you to exit the game and return to yourdesktop at any time.

OPTIONS MENUMAIN MENU

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Performance and ResolutionLevel of Detail: This slider controls the level of complexity of the models inthe game.

Particle Density: Controls the detaillevel of in-game particle effects.

Damage Resolution: Controls theamount of damage displayed on aship’s surface after it has been hit by weapons fire.

Ship Fragments Duration: This slider dictates how long pieces of ships willremain floating in space after they have been blown up.

Keyboard BindingsThis section of the options menu allows you to alter the default settings forthe keyboard in SFC3 or assign keys to functions which do not normally havea hotkey. To change a key’s function, simply click on the key currentlyassigned, then press the key you wish to newly assign to that function. Ifyou choose a key already in use, whatever function that key was previouslyassigned to will now have no key bound to it.

A full list of Star Trek: Star Fleet Command 3’s default key bindings can befound on page 71.

Exiting the Options MenuIf you want to exit out of the options menu without saving the changes you have made, click on the “Back” button in the upper right corner of thescreen. To exit and save the changes you have made to the game, click on “Accept.”

Game Speed: This slider controls the speed of the game and can be set from1 to 11. Slower speeds give you more time to think and plan, while fasterspeeds focus more on action and quick-thinking. You can adjust the speed ofthe game to suit your style of play.

Visible Grid: When activated, this feature will display a visible grid on theplayfield. This can help you gauge relative distance to targets and plancertain attacks.

Text Speed: This slider controls the speed at which on-screen text displays.If you find yourself unable to read the text before it scrolls off of the screen,you can slow it down.

Master Volume: This slider controls the overall volume level of the game.

Music Volume: This slider adjusts the volume for only the music of SFC3.

Speech Volume: Use this slider to adjust the volume of the speech in the game.

Texture OptionsThis menu allows you to turn on andoff various advanced graphicalcomponents of the SFC3 engine. If you are experiencing performanceproblems, turning these options off should help.

Specularity: Controls the way the game reflects light off various surfaces.

Light Maps: Controls the game’s display of lighted surfaces on ship andstation models.

Damage Maps: Controls the display of damage textures on a ship model afterit has taken fire.

Damage Light Maps: Controls the display of the lighted portions of damagetextures on ships in battle.

OPTIONS MENU

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SpeedThe slider at the bottom of your in-game interface is used to set your speed.The slider represents the fraction of your maximum speed you are travelingand the number to the left of the slider shows your current speed. Drag theslider to your desired speed or click directly on the speed you want and theship will begin accelerating to reach that speed. A ship’s maximum speedand its acceleration rate depend on its size, mass, engines, and condition.

Your ship is capable of traveling inreverse if needed. By sliding the bar to

the left of zero, your ship will begin traveling backward and your reversespeed will be displayed with a “-“ in front of it, letting you know you’retraveling in reverse. Reverse can come in handy in combat when your enemyis trying to out-maneuver you and get on your tail.

To the right of the speed slider is the “Warp” button. Pressing this buttonwill cause your ship to jump to warp speed and travel very quickly across themap. Warp has its disadvantages, however, as your shields go down while atwarp and your beam weapons will not fire. You are also only able to travel ina straight line; no course corrections are possible at such high speeds. Pressthe button once and your engines will charge for a brief moment before yourship is flung forward at warp speed. Pressing the button again will cause youto come out of warp speed. Be aware that the ship doesn’t come to a halt assoon as the button is pressed; it has a stopping distance in which the warpengines power down. So if you are warping to a planet, make sure you giveyourself enough distance to stop, or you may find yourself becoming afireworks display in the atmosphere. After exiting warp, your engines willrequire a cool down period before you are able to go to warp again. Warp isvery useful for reaching mission objectives a long distance away, fleeingfrom battle to recharge your shields, or in short bursts during combat.

TargetingYour weapons can’t fire at anything unless you first set a target. Targeting isalso used to scan ships and objects. To target a ship, station, or otherobject, right click on it. A box will appear around the target and (if theTarget Lock option is on) the camera will center on the target. You will seethe target’s name, health, and speed, and a picture of the target will appearin the upper left portion of the interface.

BASIC STARSHIP CONTROLSThis section will cover the basics of starship control, allowing you to jump inand start blasting with a minimum of preparation. If you wish to learn aboutthe more advanced options available to captains in SFC3, read on to theAdvanced Starship Control section on page 17.

Alert StatusYour ship’s alert status is displayed in thebottom right corner of the game screen, andcan be changed by clicking on the coloredbuttons beneath the indicator. The alert levelsare as follows:

Condition Green (Normal): Standard running alert level, non-aggressive.Shields and weapons are powered down.

Yellow Alert: This is a defensive posture used predominantly when enteringinto a situation of unknown risk. Shields are raised but weapons are not powered.

Red Alert: Highest alert status and where you will be spending most of yourtime. Shields are raised and weapons are powered. The ship is ready forcombat. Shifting your ship to Red Alert will generally be the first thing youdo when entering a mission.

TurningTo turn your ship, simply left click inspace in the direction you want yourship to face. A colored arc will appearshowing your ship’s projected turn, andthe ship will begin turning. Yourstarship’s turning speed depends on its mass, engines, and current speed. Ifyou wish for your ship to turn to face a target, left click on that target andthe ship will begin turning to face it. You can also use the arrow keys toturn your ship. Pressing and holding the left or right arrow keys will beginextending your ship’s turning arc. Release the button when you have reachedthe desired end of the turn. The ship will continue turning until it reachesthe end of the arc.

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interface. Once selected, that weapon’s settingswill appear in the window above, allowing you toadjust its settings or take it offline to conserveenergy. You can also fire that individual weaponby clicking on the “Fire” button.

You are also able to select multiple weapons byholding down the “Shift” or “Ctrl” key and clickingon the weapons you want to group together. Afterselecting a weapons group, you can assign thatgroup to a hotkey by holding down the “Ctrl” key and pressing a numberfrom 1-5. After doing this, pressing the corresponding number willautomatically select your custom group of weapons.

The names of currently selected weaponswill appear in the lower left portion of thegame window. When you have an enemytargeted, the name of the weapon will turngreen when you can fire it at the target.Weapons in red are unable to fire, andweapons in yellow are ready but the targetis not in their arc. To fire all availableselected weapons, you can click on Fire inthe weapons display, or press the Z key.

The icon for each of your weapons will appear as a dark green color whenthe weapon is idle. Once activated (by going to Red Alert) the weapons willbegin to charge. The current charge of a weapon is indicated by the brightgreen bar which gradually fills as the weapon charges. Once the entireweapon icon is bright green, that weapon is ready to fire. Firing the weapondepletes its charge, and you must wait for it to recharge before firing it again.

Each of your weapons has a firing arc. Thatweapon can only fire when its target is withinthis arc. When a weapon is selected, its firing arcappears in its display box. You can also view thefiring arcs of all your ship’s weapons at any timeby pressing the pie-shaped Firing Arc buttonbeneath your ship schematic.

This will replace your weapon icons with anoverlay displaying the firing arc of each weapon.The white section of each circle represents the area that weapon can “see.”

The targeting box will appear red if thetarget is hostile, green for friendlytargets, and gray for neutral targets.Target info also appears in the upperright of the game window, showing targetname, targeted subsystem, speed, andangular velocity.

You can also use hotkeys to cycle throughtargets. The “T” key (by default) will cyclethrough all targets, while the “Y” key will cycle through enemy targets only.

Once a ship is targeted, you can targetspecific subsystems on that ship if yourTactical Officer is experienced enough(see Officers on page 24). The currentlytargeted subsystem is displayed in thetarget info in the upper right corner ofthe game window. You can cycle throughsubsystems on your target with the mousewheel, or you can click directly on the subsystem you wish to attack in thetarget display in the upper left of the interface. Use subsystem targeting totake out an enemy’s weapons or engines, disabling them.

Weapon Selection/ControlOnce you have an enemy ship targeted, you’re going to want to shoot at it.The first thing you will need to do is to select the weapons you want to fire.Each starship features both primary and heavy weapons, which differdepending on the empire the ship belongs to and the weapons loadout youhave given it. Primary weapons are the main offensive weapons, consistingof beam and disruptor weapons. These weapons charge much faster thanheavy weapons, but do less damage. Heavy weapons consist of varioustorpedoes and plasma weaponry. These weapons are slow to charge but domuch more damage than primary weapons.

The “Primary” and “Heavy” buttons to the left of the speed control slider canbe used to fire all of your weapons that are currently charged and have yourtarget in their firing arcs. Click “Primary” to fire your beam weapons and“Heavy” to fire your torpedoes. If the icon to the left of either of thesebuttons is yellow, it means those weapons are charging and cannot yet fire.

You are also able to select individual weapons. To do this, simply click onthe weapon icon on the schematic of your ship in the lower left of the

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ships currently under your command. Clicking a ship name will bring up avariety of orders you can give that ship, from assigning targets to orderingan ally to capture a ship.

Hail: This button allows you to hailother ships in your area. Hailing shipsis sometimes a required part of amission. Oftentimes, you will be hailedby other ships in a mission. When this occurs, their transmission will bedisplayed in text form on the Comm menu. You can then select a responsefrom the given list, or click on the “Target” option to target the ship whichis currently speaking.

Mission Objectives: Clicking this button will bring up a list of your currentmission objectives. These are the tasks you need to accomplish in order tosuccessfully complete your current mission. Objectives will gray out as theyare completed. Objectives can be added as you go further into a mission, sothis is a good place to check if you ever find yourself wondering where to go next.

Captain’s Log: Clicking this button will bring up a log of all transmissionsyou have received in the comm menu. You can then cycle through these logsto review communications you may have missed.

Close Channels: This button closes the Comm menu.

CloakingSome of the ships you will be flying in SFC3 are equipped with cloakingdevices. This allows you to render yourship invisible to your opponents. You are unable to fire weapons whilecloaked, and your shields are powered down, but you remain unseen. You canactivate your cloaking device by pressing the “C” key, or by clicking on the “Cloak” button in the Science menu.

Be aware that your shields will be down while you are visible to the enemyfor a short period of time when engaging or disengaging your cloak, leavingyou vulnerable to weapons fire. For this reason, it is a good idea to cloak orde-cloak when you are out of an enemy’s range or firing arcs.

Some enemies have advanced anti-cloaking sensor systems that can detectyour ship while cloaked. If an enemy fires on you while you are cloaked,they have detected you. De-cloak immediately to raise your shields and fight back.

ShieldsShield knowledge is a must for staying alive in the world of SFC3. Every shipin the game, with the exception of Borg ships, is protected by four shields(fore, aft, port, starboard). These shields absorb attacks on the ship andhave the ability to recharge after they have taken damage. Once a shield isdown, enemy fire will tear into your armor, and then your ship’s hull,damaging your systems.

Your shields activate automatically inYellow or Red alert. The currentstrength of each of your shields isvisible around your ship schematic inthe interface, and is also visiblearound the ship itself in the gamewindow. This allows you to see whichof your shields is currently stronger and maneuver yourself accordingly. Ifyour enemy has taken out your aft shield, it’s a good idea not to turn yourback on them until that shield has recharged.

You are also able to reinforce one of your shieldfacings at any time, as long as your shield is notfully depleted. To do this, simply click on theshield you wish to reinforce in your shipschematic. The currently reinforced shield isindicated on the schematic and in the gamewindow by a white highlight. Reinforcementcauses energy to be diverted from the otherthree shields to the reinforced one, giving it aboost in strength. This can come in very handywhen one of your shields is weakening and you

cannot turn it away from the enemy to recharge. To clear reinforcementorders and return your shields to their regular balance of energy, click on the“NR” button in the upper left of the ship schematic.

CommunicationThe “Comm” button is located above the target display in the upper leftcorner of the interface. Clicking this button will bring up theCommunications menu, allowing you to access the following features:

Fleet Commands: For select missions in SFC3, you will be assigned otherships to fight alongside you in your battle group. You do not have directcontrol over these ships, but you can communicate with their captains togive them orders. Clicking on “Fleet Commands” will bring up a list of the

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ADVANCED STARSHIP CONTROLSThe skills learned in the previous section will get your ship into space and fighting, but to become a truly legendary captain, you’ll want to masterall of your ship’s subsystems. The following section will go much deeper into the workings of your ship and the many tactics available to anexperienced captain.

MarinesEach starship is equipped with a complement of marines. These troops canbe beamed over to an enemy vessel once its shields are down, allowing youto attempt to capture the ship or sabotage its systems.

The controls for marine functions are located above the target display in theupper left corner of the interface.

Hit and Run: The Phaser icon represents your marines’ ability tobeam to an enemy ship and take out key systems. Your currentnumber of marines is displayed in the upper right corner of the

display. Below it are icons representing the number of transporters your shiphas and their current status. Select an enemy system by clicking on it in thetarget display. This system will then appear in the queue on the left handside of the display. Once an enemy’s shields are down, your marines willbeam over and attempt to destroy your target systems in the order you haveselected them. Their chance of success depends on the number of marinesyou have and your Security officer’s skill. By default, marines given hit andrun targets will beam over as soon as they have the chance. To pause ordelay transport, click on the icon at the top of the target system queue. Toresume, click it again.

Capture Raids: If simply pecking away at your opponent’s systemsisn’t enough, why not try to take over his entire ship? The marineicon beneath the “Comm” button brings up the Capture menu. In

the center of this menu, you can see the empire in current control of yourtarget. The number to the left of this symbolrepresents the number of enemy marines on boardthe target. The number to the right is the number ofyour marines currently on board. To get your marinesonto the enemy ship, you first need to knock downan enemy’s shields. You can then choose to beamover one marine by clicking the “One Marine”button, or send over as many marines as you havetransporters by clicking “All Marines.” Once on boardthe enemy ship, your marines will engage the enemyin combat. The progress can be seen by simply

ScanningYour starship is used for things other than combat. In certain missions, youwill be required to scan objects or ships in order to gain information aboutthem. To do this, move your ship near the object and press the “Scan”button in the upper left corner of the interface. If you are in scanning range,your Operations officer will give you the scan results. If you are out of range,you will be told to move closer to the object you’re scanning.

RepairsYour ship will inevitably take some damage during combat. After your shieldsare knocked down, enemy weapons fire will strike your hull and sometimesdamage your systems. If a weapon or system icon turns gray in your shipschematic, it has been knocked offline and requires repairs to used be again.To access your repair menu, click on the “Repair”button with the wrench on it below your shipschematic. To repair a system, click on its icon.Repairs will begin. The progress of the repairs canbe seen on the left side of the menu. Beneath theicon that displays the current system being repaireda progress bar will slowly fill until that system isfully repaired. You can only repair one system at atime. Clicking more than one will add them to therepair queue, and your repair teams will move on to the next system in the queue when they are available.

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Helm ControlsThe Helm Controls menu is accessed by clicking on the “Helm” button. Thisbrings up the helm controls. The following advanced helm maneuvers areavailable from this menu:

Steady as She Goes: This option will clear any previous helmmaneuvers you have selected, returning the ship to regular flight.

Orbit Target: Selecting this maneuver will tell your helmsman toplot a circular path around your target. This is useful for keepingweapons trained on an enemy or for orbiting stations or planets.The ship will turn itself automatically. Giving a turn order yourselfwill clear this order.

Follow Your Target: This optiontells your helmsman to turn theship toward the target. Nomatter where your target is,your ship will automaticallyturn to face it. This is useful onships whose main weapons areon the front of the ship. Givinga turn order yourself will clearthis order.

Match Target’s Speed: Sets your ship’s speed to match the speedof the current target. Useful when you are behind a target andwould like to stay there. Your ship’s speed will adjust along withthe target. Even if you try to manually adjust your speed, it willreturn to that of the target. Changing your speed manually willclear this order.

Maximum Speed: Sets your speed to maximum. Giving a newspeed order will clear this order.

Erratic Maneuvers: Orders your helmsman to do his best to evadeenemy fire by performing evasive maneuvers. The ship will beginto jink from left to right. You are free to turn while under thisorder, and can cancel it at anytime by returning to Steady as She Goes. While performing erratic maneuvers your ship is harderto hit. However, it is also harder for your weapons to strike the enemy.

watching the numbers and the slider bar beneaththe empire symbol. If your marines are staying aliveand their’s aren’t, you’re on your way to victory.Once all the enemy marines have been neutralized,the ship becomes an ally. You can order it aroundvia your Comm menu. Note: Capture works only inthe single player campaign.

Power Allocation The lightning bolt icon below the target display brings up yourPower Allocation menu. This menu consists of three sliders: one for

Primary weapons; one for Heavy weapons; and one for Shields. Your warpcore produces a set amount of power, and from here you can control howmuch of that power goes to each system. Your current available power isdisplayed in the top bar. If any portion of that bar is blue, it means youhave power available that is not currently being used. To add that power toa system, grab the blue indicator and slide it to the desired level. Theavailable energy will decrease appropriately.

The power bar for each system has agreen indicator on it. This represents theminimum amount of power needed for thesystem to run. If the allocated power isbelow that green indicator, the systemwill operate at a very basic level. Settingthe power above the green indicator willallow that system to function even moreefficiently. Each bar also contains a redindicator. This bar represents the systempowerlinks and no more energy can be assigned to it.

As you move the power allocation bars, other bars will decreaseautomatically if you try to assign more power than your warp core isoutputting. If you have equipped your ship with too many weapons and asmall warp core (or your warp core has been damaged), you may not haveenough power to keep all your systems “in the green.” In this situation, youcan either take individual weapons offline to lower power requirements, orshift power allocations on the fly to keep your ship in fighting shape.

Clicking the Default button will return power levels to their standard levels.

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High Energy Turn: By using additional energy, your helmofficer can force your ship to turn at a much accelerated

rate. However, this is a risky maneuver that puts great strain onthe ship’s engines. If the High Energy Turn (HET) fails, your shipwill be momentarily paralyzed. Engines and maneuvering thrustersfail and weapons are unavailable, leaving you a sitting duck untilyour engineer sorts things out. To execute the HET, click the “HET”button. A new display will appear at the bottom of the interface,indicating that your helm officer is preparing to execute the turn.During the charging phase, click on the interface as you would fora regular turn. Once the HET bar is full, your ship will (if the turnis successful) turn to that heading. If the HET fails, you’re dead inyour tracks. The approximate chance of success for the HET isdisplayed below the “HET” button. This percentage depends on theskill of your helm officer, the status of your ship, and how recentlyyou attempted a previous HET.

All Stop: This button sets your speed to zero, bringing the ship toa halt.

Emergency Stop: This maneuver uses the warp engines to bringthe ship to a near immediate stop, as opposed to the slowdeceleration of All Stop. This is a bit stressful on the engines, andas a result you will be unable to move for a short time afterexecuting an Emergency Stop.

Warp: This button acts identically to the warp button on the maininterface. Your ship will engage warp speed, traveling very quicklyacross the map. Shields drop, beam weapons are unable to beused, and turning is impossible at warp. Click once to engage andagain to drop out of warp.

ScienceThe Science button is located next to the Helm

button and allows you to access thefollowing functions:

Anti-Cloak Scan: Allows you to performan advanced scan to attempt to detectcloaked enemy ships. Click the button toactivate the scan. Once your sensors havecharged, your scanners will emit a “ping,” giving you a chance to detect theenemy. Your success depends on the quality of your sensors as well as theskill of your operations officer. If successful, the enemy will be revealed andyou can lock onto him and fire while his shields are down.

Launch Probe: Launching a probe at an enemy vessel allows you to get anaccurate sensor reading on it before it comes into weapons range, allowingyou to plan accordingly. Target a distant enemy and click to launch a probeat it. Once the probe is in range, the target’s information will appear on yourtarget display.

Passive Sensors: Activate your passive sensorsby clicking the “on” button next to the passivesensor text. This will bring up a sensor displayinto the upper left portion of the screen. Thisdisplay acts as a radar, giving you a view of thesystem around you. Enemy targets arerepresented by red symbols, allies in blue, andneutral targets in gray. Using the buttons onthe passive sensor interface you can zoom inand out, filter planets/ships from the display, or display an overlay of your firing arcs. You can also use the TAB key to toggle passive sensors on or off.

Self Destruct: If you’re having a bad day, why not take everyone else outwith you? Click this button to begin a five second countdown. At the end ofthe countdown your ship will blow up and you will die. This can besomewhat effective in multiplayer team games, but anywhere else you willmost likely just lose faster. Click again during the countdown to cancel thedestruct order.

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TransportersThe transporter button, locatednext to the tractor beam button,

brings up the transporter controls. At timesduring your missions, you will be requiredto beam items or personnel from otherships, or beam them from your ship toanother location. Icons appearing in theBeam Out section are ready to be beamedoff the ship. Icons in the Beam In sectionare on a nearby ship and ready to beam to yours. Click on Energize to activate the transporter.

ShuttlesThe shuttle control panel isaccessed by clicking on the

shuttle button, located to the right of thetransporter button. This menu displaysthe shuttles currently available and allowsyou to launch them and assign orders.

Shuttlecraft are small utility ships, usedprimarily to ferry personnel andequipment to places the transporters cannot reach. In SFC3, shuttlecraft can be used in combat. Although relatively weak, they can give aknowledgeable captain an advantage during battle, or at the very leastfrustrate the opponent.

Your current available shuttles are displayed in the In Bay box. Each shuttlehas its own icon. To launch a shuttle, click on its icon and then clickLaunch. The shuttle will emerge from your ship and follow its current orders.This shuttle now appears in the Deployed box and can be selected there tochange its orders or return it to the ship. After launching a shuttle, the bluebar above the launch button must refill before you can launch another. Thisrepresents the time needed to prepare the shuttle and shuttle bay foranother launch. Before launching a shuttle, or at any time while deployed,you may change its orders. The following options are available:

Attack: The shuttle will fly to and attack the enemy that is targeted whenthe order is given. Shuttles are equipped with a weak beam weapon whichwill not do much damage. However, they can distract an enemy and forcehim to divert his attention away from you for a short period of time.

Tractor BeamYour ship is equipped with atractor beam, which can be

used to grab and maneuver objects orships. To access these controls, click onthe tractor button located to the right ofthe sensor button. The following featuresare available from this menu:

Engage: This button will begin chargingyour tractor beam. Once the beam is charged, it will lock on to the currenttarget. If that target is out of range, the beam will lock on once you movewithin range.

Hold/Repel: These two buttons control the function of your tractor beam.The default setting is “Hold,” which will lock onto a target and hold it inplace, allowing you to maneuver it wherever you want. If you find yourselfthe target of an enemy tractor beam, the Repel setting allows you to useyour tractor beam to attempt to break free.

Beam Strength: These controls allow you to set your tractor beam strengthfrom 1 to 5, depending on the level of your installed tractor system. Thehigher the strength, the longer it will take for your beam to charge andengage. Tractor strengths are used to determine whether or not you are ableto repel another tractor beam. In order to successfully repel an opponent’stractor beam, you need a tractor beam strength equal to or greater thantheir’s. If your opponent has you locked in a tractor beam at a 3 strength,you will need to repel with a beam of 3, 4, or 5 strength to break free. Ifyou want to grab onto an opponent for a longer period of time, choose thehigher strength beams and chances are your opponent will have to try morethan once to break free.

Rotation: Once you have locked your target up with a tractor beam, you canmove their ship around yours while they are still held in the beam. The leftbutton will rotate the target counter-clockwise, the right button will rotatethem clockwise, and the center button halts rotation. Use this function tobring tractored targets into your strongest weapon arc, or to run tractoredships into asteroids or planets.

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MinesYour ship is equippped with a standardminelayer, which allows you to laymines in combat. Do this by pressingthe m key. When activated, a mine willbe laid behind your ship. The ringaround the mine represents the area inwhich a ship will detonate it. The ringis green when first laid, indicating thatthe mine is not yet armed. Once your ship is far enough away from the mine not to detonate it, the mine will arm and the ring will turn red toindicate this.

Whenever a ship (including yours or an ally’s) is in proximity of the mine, itwill detonate and damage surrounding vessels. After you lay a mine, youmust wait for your minelayer to recharge before laying another. Unliketorpedoes, you can carry only a set number of mines. Mines can be bought inthe Skirmish resupply screen or at a starbase in campaign mode. You canalso equip the more powerful Antimatter Mine Layer, which will do increaseddamage when the mines are detonated. See page 28 for details on refittngyour ship.

Snipe: The shuttle will maintain its distance from enemy ships, attackingtargets from long range. This allows the shuttle to survive longer, as it ismore difficult to hit. However, the shuttle’s weapons will do less damage tothe enemy.

Defend: Orders the shuttle to defend thecurrent target. If no target is selected, theshuttle will defend the player. Shuttlesassigned this order will stay in the vicinityof their target. If an enemy ship approaches,the shuttle will attack. If the enemydisengages, the shuttle will follow for ashort distance and then return to itsassigned target.

Return: Orders a shuttle to return to your ship. Note that if you are flying athigh speeds the shuttle may have a hard time docking.

OfficersYour ship is only as good as its crew,and officers play a large role in SFC3.While in combat, you can view the status of your officers by clicking on theOfficers button located to the left of the alert status indicator.

Your six officer stations are shown along with the name of each officer. Tothe right of each officer icon is a bar which represents your officer’s health.As your ship takes damage, your officers can be hurt. They can fallunconscious or even die. In these cases, that officer is replaced by a genericcrewmen who can do the job, but not as well as a dedicated officer.

Each of your officers has a set of attributes which benefit your ship ingameplay. These attributes can be viewed in the Skirmish setup screen, or while at a Starbase in the single or multiplayer campaign (see page 36 for details).

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SKIRMISH MODESkirmish mode allows you to set up an epic battle in whatever way youchoose and jump right into the combat without worrying about having tokeep up with a storyline. You have the option of playing against computeropponents, other human players, or a mixture of both.

Setting up Single PlayerClick on the Single/MultiplayerSkirmish button from the main menu.From the Skirmish menu, click on StartSingle Player. This will take you to thesingle player setup menu, where youcan setup your game. You have controlover the following options:

• Game Speed: Sets the speed of thegame from 1 (slowest) to 11 (fastest). Slower games allow more time forplanning and strategy, while faster games focus on action.

• Game Points: Sets the maximum number of points players (including AI)are allowed to spend on their ships. If you want to keep the morepowerful ships out of the game, set this lower. To have access to all shipsand weapons, set it higher.

• Scenario: Allows you to choose the type of skirmish game you wish toplay. Choose from the following:

* Base Assault: One team is tasked with defending a starbase while theother’s goal is to destroy it. If the starbase is destroyed, the attackingteam wins. If all attackers are destroyed, the defenders are victorious.

* Battlefest: Battlefest starts the player in a frigate, then moves them upto a heavy cruiser and dreadnought with each successive death. Eachplayer has a total of three “lives” and each ship they are resurrected inis more powerful than the last. Last man standing wins.

* Free For All: Every man for himself. The only goal in this mode is to destroy the enemy, though players can elect to team up if they so desire.

* Team Assault: Two teams, each with a starbase. Whichever side destroys the enemy starbase first wins. Balance your forces betweenattackers and defenders. This is a mode best played with a large numberof players.

• Map Types: Allows you to choose the venue for your skirmish battle. Eachmap type has a size indicator next to the name. S for Small, M forMedium, and L for Large. The following maps are available:

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* Open Space: As the name implies, this is open space. No distractions.

* Planets: This map contains planets and suns (depending on the size ofthe map).

* Asteroid Field: This map contains a large number of asteroids litteringthe map. The number of asteroids increases with map size.

* Asteroid Belt: Instead of asteroids strewn about the entire map, thismap features a belt of asteroids stretching across the screen (two in theLarge version) allowing you to conduct combat in the rocks or out.

* Nebula: This map features nebulae of various sizes to fight in andaround. Nebulae adversely effects your shields and targeting, and candamage your hull.

• Adding AI: To add a computer controlled player to the game, click on the“Add an AI Player” button. This will add one AI to the player list. Clickagain to add another. The AI player will enter the game as a Federationplayer with a Low level difficulty setting.

• Player Name: Click in this field to change your name or the names of yourAI players. A dialog box appears, allowing you to enter a new name. Click“OK” to set the name.

• AI Strength: Allows you to set the AI level for your AI opponents andallies. These settings can be changed in the list by clicking on the areabeside the AI player under “AI Strength,” Choose from low, medium, ormaximum difficulty.

• Team: You have the option of playing every man for himself or assigningteams. To assign a player to a team, click on their current team number,choose a new one, then click “OK.” You can assign up to six teams. Notethat some game types which require two teams will only allow you toassign two teams. Assign AI players to your team if you want them to actas your allies.

• Star Empire: Click on this field to change the allegiance of yourself or theAI. Choose from Federation, Romulan, Klingon, or Borg. This controlswhich ships and weapons you will be able to choose from.

• Points: Displays the current worth of each player’s ship. This number willchange as the player refits or upgrades their ship and allows you to seethe relative strength of your opponent without knowing their exact setup.

• Max Points: Allows you to set point limits for individual players, keepingthem from using ship configurations which are worth more than the limit.Click in this field beside the player name to bring up a box where you canenter the point limit. Click “OK” to accept the limit.

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• Ship Setup: Each race has a default starting ship. To change that ship,click on the ship name. You will be given the following setup options:

* Select Ship: This will bring up the vessel library for your respective starempire and allow you to choose your ship for the battle. The mainwindow displays a schematic of your ship that shows the hardpoints anddefault loadout. Click on the arrows to the left and right of the ShipClass to choose between various classes. If you have saved custom shipvariants, you can scroll through them using the arrows beside theVariant button. You can also delete your custom variants using theDelete Variant button in the upper right corner. The right side of thescreen displays an isometric view of the currently selected ship, as well as statistics on the ship’s mass, power, acceleration, and maneuverability.

* Resupply Ship: From this menu you can purchase marines, shuttles, andmines for your ship. Your current number, the max allowed number foryour current ship type, the cost of each item, and your total cost are alldisplayed. Click on the + and – buttons to buy or remove each item.Click “Done” when you’re finished or “Reset” to negate any changes youhave made.

* Refit Ship: This menu allows you to load your ship with whateverweapons you wish for the coming battle. A schematic of your ship showsthe hardpoints you have available. To cycle between hardpoint types,use the buttons above the schematic. This allows you to view theShield, Primary Weapon, Heavy Weapon, Hull Systems, Bridge Systems,and Engines hardpoints. For weapon hardpoints, the pie-shaped buttonin the lower right corner of the schematic will display the firing arcs ofthe hardpoints in the currently selected group. See page 62 fordescriptions of the weapons available to you.

Once you have selected the type of hardpoint you wish to modify, clickon the hardpoint you want to load/remove. It will highlight. Below theship schematic is your ship’s mass readout. The number to the right ofthe bar is the maximum mass allowed for that hardpoint group. Thenumber to the left is your current mass for that group. You may notexceed the mass limit. Below the mass limit indicator is the buy/removemenu. The “Now Installed” section displays the systems currentlyinstalled. The “Available Systems” section displays the systems available.

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To purchase systems, you need prestige points. Prestige points areearned through mission completion in single player and Dynaverse. Inskirmish games, you begin with a set amount of prestige depending onthe host’s preference. Your current prestige is displayed in the Prestigewindow. The prestige cost of each system is displayed in the“Description” box beside the name of the system, as well as adescription of the system currently highlighted in “Available Systems.”This section gives a short briefing on the system as well as its mass.

To purchase a system, highlight the hardpoint in which you want toplace it, then highlight the system you wish to buy and click Buy/Trade.If the hardpoint is empty, the new system will be added and the prestigecost subtracted from your total. If there is an existing system in thehardpoint, the two systems will be traded. You will receive full prestigecredit for the system you are trading in. If you wish to sell off a systembut not replace it with something, highlight the hardpoint and click“Remove.” This will remove the system and credit you the full prestigecost. See page 69 for details on the systems available.

To save your personal configuration, click Save below the prestigewindow. You can now name your ship. After saving the vessel, it willappear in your vessel library for future games, saving you the time ofreconfiguring it.

* Select Officers: This menu allows you to recruit new officers for yourcrew. More experienced officer can use their skills to aid you in combat,giving you an advantage. The left side of the menu displays you currentcrew of six officers, their station, and their relative worth (in prestigepoints). The right side shows the officer available to you, their worth,station, and their skill rating. Skill ratings range from Skilled toLegendary. Highlighting an officer in either window will bring up thatofficer’s stats in the window below. Compare the stats of the officers onyour ship to the ones on the starbase and decide who stays and whogets canned.

Officers are rated in three attributes and 18 skills. See page 36 for a listof officer skills and their effects on your ship’s performance.

Joining a Multiplayer SkirmishSFC3 skirmish games can be played over the Internet via Gamespy, or over anetwork. To begin setting up for a multiplayer game, first make sure you areconnected to a LAN or the Internet then click on Single/MultiplayerSkirmish. The multiplayer address book appears in the main window on theSelect Skirmish screen. From here, you can select a place to look for games.You can also change the name you will be using in multiplayer games by

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Film RoomAvailable from the Skirmish Select menu and the Campaign Select menu, theFilm Room is accessed by clicking on the “Film Room” button at the bottomof the screen. From here you can review saved replays of past battles. A listof replays is displayed in the leftmost window. Details of each film are shownon the right. You can change the name of each film by clicking in the FileName field. The control panel below the description allows you to play thefilm, save it as a new file, or delete it from the list.

Below the control panel is the Automatic Film control. By default, the gamewill automatically record each battle. To turn this feature off, select Off.Games will no longer be recorded until you turn it on again.

Note: Single player campaign missions are not recorded.

Vessel LibraryThe vessel library allows you to view the ships and stations of the majorraces in the game. It is accessible by clicking on the Vessel Library button atthe bottom of the Select Skirmish or Select Campaign screens.

Once in the vessel library, you can use the control panel above the shipschematic to view the ships. The scroll arrows surrounding the hull class onthe left can be used to view each class of ship. The scroll arrows around theempire symbol below the schematic will switch between the four StarEmpires in the game, and the scroll arrows around the Variant field willswitch between custom ship configurations you have created in the selectedHull class, if any. You can delete your custom cariants with the DeleteVariant button in the upper right. The right side of the screen showsstatistics for the displayed ship. Click Done when you are finished to returnto the previous menu.

clicking in the Player Name field and typing in your desired name. If you’regoing to be hosting a game with a password, you can enter that here as well.

If you know the IP address of an Internet server you wish to connect todirectly, click on New Entry. You will be prompted to enter the IP address ofthe server and give it a name. After you do this, that server will appear inyour address book. To delete address book entries, highlight them and click Delete. To look for games, highlight your server or network and click Connect.

NOTE: To play SFC3 over the Internet, you will need to sign up for a Gamespyaccount. Gamespy is a free service which will help you locate others to playagainst online. Click on Create Account to do this. You will be taken to theGamespy web page. You must be connected to the Internet to sign up.

Once you have selected your source and clicked on Connect, you will betaken to the game list. Games which are currently open are displayed in thetop window, where you can see the game’s name, its scenario type, themaximum number of players, and the speed of the game. To join a game,select it and click Join on the right side of the screen. If a password isrequired, enter it in the Password field before joining. You can refresh thelist at any time by clicking on Update, allowing you to see if any new gamesare available.

Once you have joined a game you will be taken to the Game Setup screen,which is nearly identical to the one found in the Single Player Skirmishmode. The host has control over game speed, scenario types, AI, and pointlimits. You have control over your empire, team, and the configuration ofyour ship. Use the chat window at the bottom of the screen to talk withother players. When you are happy with your setup and ready to play, clickYes beneath Are You Ready? In the lower right corner of the screen. Once allplayers are ready, the host can begin the game.

Hosting a Multiplayer SkirmishTo host your own Multiplayer game, select the location from the addressbook (Network or Internet), and then click “Host.” You will be taken to theGame Setup screen, where you can set the parameters for your game in thesame manner as for the Single Player Skirmish described above. Your game isnow on the open list and players will join. Once all players are listed asready, you can click “Start” to begin the game.

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The hex map contains the following symbols and terrain identifiers to displaythe contents of a hex:

SINGLE PLAYER CAMPAIGNSFC3 features an exciting single-player campaign driven by a story that isviewed from the eyes of the three major star empires of the game: Klingons,Romulan, and Federation. To begin this adventure, click on Single PlayerCampaign from the main menu. This will take you to the Select Star Empire menu.

From this menu, you can bring up a list of saved games by clicking on theSaved Games button. This will bring up a menu which allows you to load agame you have previously saved. Simply click on the game to load and thenclick Load Game. You can also delete games from the list using the “DeleteGame” button.

In addition to the three main campaigns, you may play the game inConquest mode. To do this, click on the List All Campaigns button. This willbring up a list of the campaigns available and a short description of each.Click the one you wish to play and then click Begin New Campaign. For moreinformation on Conquest mode, see page 38.

SFC3’s single player campaign is designed to be played first as the Klingons,then the Romulans, and finally the Federation. By playing the campaigns inthis order, you will get the whole story. However, if you have anoverwhelming desire to do things out of order, you can skip ahead and playthe campaigns in any order you wish. Click on the empire you wish to playto begin.

This takes you to the Campaign Options screen. Enter the name you wish touse for your player in the “Player Name” field. Select a difficulty by clickingon the buttons below, and then click Begin Campaign to get started. Whilethe campaign loads, you will see a few briefing screens, giving you a shortdescription of your empire and some starting tips. Click through thesescreens to enter the game map.

The Hex MapSFC3’s campaigns take place on a large map which consists of numberedhexes. These hexes represent sectors in space. The hex map is displayed inthe main game window. The highlighted hex in the center of the screen isyour ship’s current location. You can use the arrow keys on the edges of thewindow to scroll around the map. Directly below the hex map are the zoombuttons, which allow you to cycle through three zoom levels: The widestview shows you the entire hex map with limited detail. The medium view(default) shows terrain, planets, and bases in each hex, and the closest viewwill show ships in each hex. Cycle between these views with the + and –keys. If you get lost, click Center to center the map on your ship at any time.

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A Planet

A Stardock

Asteroids

A Nebula

A Black Hole

Hexes are color coded to display the empire which owns them. Blue forFederation, red for Klingon, green for Romulan, and gray for contested orneutral sectors. In the closest zoom mode, you will also see small labeledicons which represent ships, which are color coded to the empire whichcontrols them. Outside of the Single Player Campaign other empires mayappear on the hex map such as the Borg Collective.

To get more information on a hex, right click on it. This will display the hexnumber, the owning empire, and three statistics:

Defense: The defense value of the hex represents how difficult the hex is tosway to your side. In hexes with low defense, the hex can be claimed withonly a few victorious battles.

Economy: This represents the value of the hex to the controlling empire. Ahigh number means better economy for that empire, allowing them access tomore ships.

Impedance: The hindering qualities of the terrain in the hex are representedby this number. Hexes with high impedance numbers take longer to travel through.

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Mission: Certain missions are of utmost importance to your Empire.Completing them will earn medals.

Special: These medals are earned for performance above and beyond the callof duty during your campaign.

Exit the Medal display by clicking any of the buttons on the left side of your screen.

Below your player information is information on your current ship. The nameand class of your ship are displayed along with your current hull integrity.

Hex OptionsBelow the player and ship information boxes is a set of buttons which allowyou to access the facilities in the hex you are currently in. If you are in ahex which does not provide these options (because it lacks a starbase,stardock, battlestation, or planet), these buttons may be grayed out. Thefollowing options are available:

Supply Docks: Here you can repair your ship by spending prestige. The costof the repairs are displayed beside the Repair button. To spend the prestigeand get your ship back to perfect condition, click “Repair.” You are alwaysable to fully repair your ship. Even if you don’t have the prestige, theStarbase Commander will carry out the repairs in full. The trade in value ofyour current vessel is also shown here in case you are thinking of upgrading,and you can purchase shuttles, marines, and mines for your ship. Yourcurrent number, the max allowed number for your current ship type, the costof each item, and your total cost are all displayed. Click on the + and –buttons to buy or remove each item. Click Done when you’re finished orReset or Back to negate any changes you have made.

Shipyard: This is the place to buy a shiny new ship. The classes of availableships are listed along with their prestige value (their relative strength inbattle) and their prestige cost. To purchase a ship, highlight the ship youwant and click Buy. If you cannot afford a particular ship. Its line will begrayed out. Note that you can purchase bases in this menu as well. Doing so will not put the base under your control. Rather, it will allow you to placea starbase in an empty hex, giving you and your allies another base to workfrom. To place your Starbase, travel to the friendly hex you wish to place it in, go to the Mission Menu, and click Deliver beside the Deliver Starbase mission.

Refit: This menu allows you to spend prestige to customize your ship’sweapons and systems. A detailed description of this menu is given in theSkirmish section on page 28.

In addition, right-clicking will list the name, captain, rating, and currentprestige of every ship currently in the hex. All ships on the map areconstantly moving, so this information changes constantly. Switching themap into high detail mode by clicking on the “high map detail” button willbring up icons on each hex representing the defense, economy, andimpedance levels. The relative brightness of the icons indicates the level ofeach statistic.

To navigate the hex map, click on a hex adjacent to the one your ship is in.A pointer will appear indicating the move, and your ship will move to thathex. Depending on the impedance value of the hexes, some journeys takelonger than others.

The News ScreenBelow the Hex Map is the news screen, where vital information is displayed.Any time you right click on a hex, the information is displayed here. Directlyabove the news screen is the Stardate indicator, which displays the currentStardate. The bar to the right of the Stardate represents passage through thecurrent date. It fills gradually and once full, the Stardate progresses.

In addition to displaying hex statistics, the news screen will also display anyorders you may be given. During the campaign, your headquarters willsometimes request your presence in a certain hex and may even give you acertain timeframe to get there. These orders will be displayed here. The scroll bar to the right of the news screen allows you to scroll back to reviewpast information.

NOTE: Some orders will appear in pop-up dialog boxes instead of on the news screen.

For extended news events, click on the News button to the left of the News Screen. This will bring up a list of allied movements and enemy encroachments.

Player InformationThe upper left section of the Campaign interface displays your playerinformation. The symbol of your chosen empire is shown along with yourrank, name, and the current amount of prestige you have earned.

Click on the Medals button to view any medals you have accumulated. Thiswill display the Medals screen. SFC3 awards players three types of medals:

Rank: As you gain prestige, your rank will increase. For each rank, a medal is awarded.

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Accepting MissionsTo return to the Hex Map display at any time, you can click on the “Map” buttonlocated below the Hex Options to the left of the News Screen. Below this buttonis the “Missions” button. If this button is grayed out, there are no missionsavailable in the hex you currently occupy. If the button is available, clicking itwill bring you to the mission display screen.

The mission display screen lists every ship in the hex and tells you their currentstatus. Ships are color coded by their respective empires. If you see a group ofships with (in battle) beside their names, these ships are currently engaged incombat and you cannot take action against them. If there is an enemy ship inthe hex, you may attack it by clicking on Attack. This will start a battle betweenyou and the enemy ship. If the enemy ship has allies in the hex, they may joinin. Enemy ships may also initiate an attack on you; if they do so, you have theoption to accept and enter battle or forfeit. Forfeiting battle will let you escape,but if you have more than 5,000 prestige points, you will lose 25% of yourprestige. Once you drop below 5,000 prestige, you will lose your primary ship andbe assigned back to your empire’s starting ship. Forfeiting battle is usually a bad idea.

In addition to the ship list, special missions are displayed at the top of themission display screen in yellow. There are both optional and campaign-requiredspecial missions. Optional mission allow you to embark on a special mission ifyou so choose. You may be tasked with attacking an enemy base or convoy,answering a distress call, or defending one of your bases. These missionsgenerally reward you with more prestige than a standard battle, and may alsoeffect your empire’s economy. To accept an optional special mission, click Acceptnext to the mission name.

Each campaign has a set number of required special missions for you to complete.These missions reveal the storyline of the game and are of the utmostimportance. If you forfeit one of these missions, the campaign will end. If youfail one of them, you will lose prestige and you may even fail the campaigndepending on the importance of the mission. If you try to leave a hex when acampaign-required mission is available, a dialog box will appear telling you thatyou need to embark on the required mission or forfeit.

Campaign required missions are sometimes hex specific. You will be given ordersto proceed to a certain hex. Unless you are told otherwise, you are free to acceptother missions and engage the enemy on your way to these missions. Sometimes,your empire will require your presence as soon as possible and you will be toldnot to engage the enemy on your way to the hex. Doing so will be viewed as aviolation of direct orders and dealt with appropriately. At times, the game willautomatically move your ship to a required Hex.

Officers: You can recruit and trade officers for your ship. Officers gainexperience through out the campaign and as they do, their worth and skillsincrease. You can swap your officers out at any time by spending prestige onmore experienced crewmen in the officer pool. This menu’s features aredescribed in depth in the Skirmish section on page 29.

Officers are rated in three attributes and 18 skills. The attributes areIntelligence (dictates the rate the officer will learn new skills), Toughness(the amount of damage taken in battle), and Health (starting health level forthe officer). As your officers gain experience, their skills will increase. Theseskills have a direct effect on your vessel’s performance. Officer skills andtheir effects are as follows:

Tactical SkillsTargeting: Increases your chance to hit an enemy vessel.Weapon Technology: Causes your weapons to fire faster, and allows highlyskilled officers to fire multiple torpedoes in one volley.Sub-System Targeting: Allows you to target enemy sub-systems more accurately.

Helm SkillsPiloting: Increases your acceleration and turning rate.Erratic Maneuvers: Increases the effectiveness of evasive action.Emergency Procedures: Increases your ability to do High Energy Turns.

Security SkillsClose Quarters: Increases the effectiveness of your boarding parties.Defensive Planning: Increases your defense against enemy marines.Countermeasures: Reduces your chance to be hit in combat.

Operations SkillsScanner Technology: Increases the effectiveness of your sensors.Cloak Countermeasures: Increases your chances of a successful anti-cloakscan. Also, decreases your chance to be detected while cloaked.Find Weakness: Increases the damage of your weapons.

Engineering SkillsImpulse Technology: Increases your ship’s top speed.Warp Technology: Increases power output.Repair: Increases the speed of your repair teams.

Medical SkillsSurgery and Recovery: Increases the chance of revival for incapacitated officers.First Aid: Reduces the length of time officers are stunned.Fitness Program: Reduces officer injuries in combat.

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DYNAVERSE 3Dynaverse 3 is an immersive multiplayer experience provided free to all SFC3players. It allows you to join an empire and fight alongside other players forthe defense of it, and contains missions which can be completed yourself orwith a fleet of other players. Dynaverse 3 is played much like the singleplayer campaign described previously, but instead of the universe beingpopulated with AI, most ships in play are controlled by real people.

Signing UpFrom the Main Menu, click on Multiplayer Online Campaign. This will take youto the Dynaverse 3 connection screen.

NOTE: The first time you click on the Multiplayer Online Campaign button, youwill see a dialog box describing Gamespy’s policies for players younger than 13.Persons under 13 should not submit their information to Gamespy without thehelp and consent of a parent or guardian. Click OK to continue or Cancel toreturn to the main menu.

Dynaverse connections are handled through Gamespy, and you’ll need a freeaccount to play. Enter your email address and password into the appropriatefields. You will also need to supply a nickname for the account. You can thensign up directly from this screen by entering your desired information andclicking Create New Account. This will create an account with theinformation you entered. The game will remember your information for future connections.

The main window on this screen will give you the status of your currentDynaverse connection. If you fail to connect, an error message will bedisplayed with troubleshooting information. Upon connection, a list ofavailable servers will be displayed. Choose the one you want to play on, thenclick Login to begin.

NOTE: You must be connected to the Internet to enter Dynaverse 3.

Setting Up Your CharacterThe first time you sign onto a Dynaverse server, you will be asked to choosean empire. This will be your team affiliation for the game. Select fromKlingon, Romulan, Federation, or Borg. Your player name will be the same asthe nickname you chose in the previous screen. However, you can change ithere as well.

Once you have completed all of the campaign required missions in acampaign, you will see the ending cinematic for the campaign, whichfurthers the SFC3 storyline. You can then continue on to the next campaign.

Save/LoadClick on the Saved Games button to access the Save/Load menu. A list ofsaved games is displayed in the hex map area. Beneath it, you can save yourgame by naming it in the “New Saved Game” field and then clicking Save.You can also load a game in the list by selecting it and clicking Load ordelete a game by selecting it and clicking Delete.

You can exit the game at any time by clicking on the Exit Game button. Thegame will ask you if you are sure you wish to exit. Click on the check markto exit.

Conquest ModeConquest mode is a variation on the Single Player Campaign. There are nocampaign-required missions in Conquest, only optional special missions. Youhave as much time as you want to fly around and attempt missions to gainprestige and build up the strength of your ship and your empire. Defend yourterritory and take over enemy sectors in an effort to control the galaxy whilethe enemy AI is trying to do the same. With the exception of the lack ofcampaign required missions and their respective medals, Conquest is playedexactly as a regular Campaign mode is played.

Additional star empires such as the Borg Collective and Cardassian Union mayoppose your efforts in Conquest mode.

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Dynaverse 101Gameplay in Dynaverse is nearly identical to that in the Single PlayerCampaign. Your goal is to work together with the other members of yourempire to conquer the galaxy and destroy your opponents. This is done bytaking over enemy territory and eliminating enemy forces.

Whereas capturing territory in the single player game is a secondaryobjective, it is the prime focus of the Dynaverse. The team with the mostterritory will inevitably win the game, as territory effects not only thenumber of bases and planets at your disposal, it also effects your empire’seconomy. If your empire owns numerous hexes with high economy ratings,they will have more, better ships available to their players, as well as moresupplies, giving them the edge in most battles. Therefore, capturing anddefending territory is of the utmost importance in the multiplayer game.

Battles need to take place in enemy held or neutral territory in order tocapture the hex for your side. Each successful battle with an enemy in thehex decreases or increases the victory points in a hex (depending on thevictor). When the points pass the defense value of the hex, it goes neutral.At that point, the process continues to change it to the control of thewinning race. Once you have control of a hex, your empire receives itseconomy bonuses.

Attacking enemy ships in Dynaverse is handled via the Mission screen. Whenyou are in a hex with enemy ships, your Mission button (located to the leftof the News Screen) will be lit up and selectable. Clicking on it will bring upa list of all ships in the hex. By clicking on the “Attack” button beside anenemy vessel, you can initiate an attack on that ship. The enemy has theoption to forfeit and run away, but they will lose large amounts of prestige ifthey do so. (See page 38 for details on forfeit penalties.) Similarly, enemyplayers can attack you in the same way. If an enemy player initiates anattack against you, you will receive a notice that you are under attack. Fromthe Mission screen, you can either accept and enter battle or forfeit and lose prestige.

Fleets are also much more important in the Dynaverse campaign than in theSingle Player Campaign. Traveling in fleets means that you have a betterchance of winning battles as you are bringing more than one ship intobattle. Fleets also allow you to play with your friends and gang upunsuspecting enemy forces. The first thing you will need to do to form afleet is to get all the ships that wish to join into the same hex. Once there,choose a fleet leader. This person will be responsible for the movements andattacks of the fleet. All fleet members should go to their Mission screen andclick “join” beside the fleet leader’s name. The fleet leader must accept eachperson into their fleet. Only three ships are allowed in a fleet.

GameplayAfter selecting your race, you will enter the Dynaverse. The Dynaverse takesplace on a Hex Map identical to the one used for the Single Player Campaign.All of the controls are identical to those described in Single Player Campaignon page 32. There a few features which are exclusive to the Dynaverseversion of the Hex Map:

Player List: The right side of the screen is now occupied by a list of playerswho are currently in the Dynaverse. This allows you to see if any friends (or enemies) are online.

Chatting: A chat bar at the bottom of the screen allows you to talk to otherplayers in the Dynaverse. You can choose to broadcast your message to theentire server or only to the other members of your empire. This allows you toplan attacks with members of your team without the enemy overhearing. Usethe button in front of the chat bar to cycle between empire/general chat.Type your message in the chat bar and hit Enter to send. Chat messagesappear in the News Screen.

Shipyard: To acquire a new ship in Dynaverse, you must bid on the ship youwant along with the rest of your empire. As there are only a set number ofvessels available, not everyone will get what they want. To bid on a ship,click on the Shipyard button when you’re in a friendly hex which contains aplanet or base. Select the ship you wish to purchase from the list. At thebottom of the screen, you have four options to place your bid. You can upthe current bid by 5 prestige, 10 prestige, 5% of its value, or 10% of itsvalue. This number represents your maximum bid, and is not necessarily whatyou will pay. The amount of the bid will be subtracted from your currentprestige and held as a retainer. If you lose the auction, the full amount willbe reimbursed to you. If no one bids against you, you will get the ship forthe lowest price and any excess prestige from your retainer will bereimbursed to you. If others bid against you, the computer will automaticallyraise your bid for you and will keep doing so up to your maximum bid. Afterbidding on a ship, the list will reflect the current price of the ship, your bid,and the closing date of the auction. If you are the highest bidder, you willbe granted your new ship on this date.

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EMPIRES

The United Federation of PlanetsHistoryThe UFP is made up of more than 150 member worlds spread out over 8000light-years. It remains one of the few major political groups which is notcontrolled by a single race of beings. Instead, the Federation is ruled by theFederation Council, which is composed of representatives from variousmember planets and based in San Francisco on Earth. Its ideals stem fromthe Constitution of the United Federation of Planets, drafted when the groupwas formed in 2161, which assures mutual protection and benefit of allmember worlds and citizens.

Federation ideals put peace and exploration before conflict, and their shipswill never attack without warning, as their operating procedures forbid overthostility. Federation borders are maintained with diplomacy and treaties, andthe group has never assumed an expansionist posture in regards to itsterritory. Planets which wish to gain entry to the Federation must begoverned by a unified planetary government and follow strict non-discriminatory policies.

The Federation has been involved in several major galactic conflicts in itsrelatively short history. Their early history was marked by prolonged tensionswith the Klingon Empire, which lessened after the Organian Peace Treaty in2267. The two empires are now on friendly terms after the KhitomerConference of 2293, despite the occasional setback. Federation relations withthe Romulans have also been strained, stemming from a bitter war whichended in the creation of the Romulan Neutral Zone, violation of which wasconsidered an act of war. Recently, the Federation fought alongside theKlingon and Romulan Empires in the Dominion War against the Cardassiansand the Dominion, a group of expansionist races from the Gamma Quadrant.

Ships and TacticsFederation ships traverse the galaxy with a warp drive system created byscientist Zefram Cochrane in 2063. Though a peaceful organization, theirships are more than prepared to defend themselves. The primary weapon onmost Federation ships is the Phaser (which stands for phased energyrectification), a beam weapon of varying strengths. Federation vessels relyon either photon or quantum torpedoes for their heavy weaponry. As notedabove, Federation vessels approach battle cautiously and generally will notfire first in a conflict, choosing instead to seek a peaceful solution. Enemiescan use this weakness to gain the upper hand early by getting off the firstshot. Be warned, however, that once a Federation ship goes on the offensive,

Once your fleet is formed, the fleet leader moves and attacks in the Hex Mapas he would normally, and all the fleet members automatically follow. Whenthe leader attacks an enemy, all fleet members will join in the combat. Amember can leave at any time by clicking Leave beside the fleet leader’sname in the Mission screen. You may have up to three ships in a fleet: theleader and two wingmen.

Even if you are not a member of a fleet, you can still come to the aid offriendly ships in your hex in the event they are attacked. If you look at themission screen and see that an enemy has declared an attack on an ally, youhave a period of time in which you can join your ally to fight alongside him.If you miss this window, your ally must fight without your help. You cannotjoin in once a battle has begun.

Other mission types will also appear in certain hexes. You may be asked toprotect a convoy or raid an enemy supply route. The outcome of thesemissions will have an impact on the economy of the game. These missionsappear in yellow in the Missions screen. They are not required.

Once one Empire’s total economic strength reaches a certain threshold, thatempire wins the game and gains bragging rights throughout the galaxy. TheDynaverse server will then reset territory and prestige to starting levels, andthe battle for the universe begins anew.

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The Romulan Star EmpireHistoryThe Romulans are an offshoot of the Vulcan civilization who broke away tosettle on the twin planets of Romulus and Remus. Romulans are passionatepeople, in direct contrast to their emotionless Vulcan counterparts, and theypride themselves as both intellectuals and cunning warriors. The RomulanEmpire relies more on stealth and subterfuge than overt military action, atactic which has led to the development of the cloaking device and theformation of the Tal Shiar, the special intelligence branch of the Romulanmilitary. The Romulan Empire is currently controlled by the Romulan Senate,which is presided over by the Praetor.

The Romulans’ earliest recorded military action was the century-longRomulan-Vulcan war, which was later followed by a conflict with Earth forcesaround the year 2160. This conflict ended with the creation of the RomulanNeutral Zone, which remained unviolated until the year 2266, when aRomulan ship entered the expanse. The Romulans then entered a briefalliance with the Klingon Empire, which resulted in an exchange of militarytechnology and allowed the Romulans access to Klingon vessel designs.Following the Tomed Incident in 2311, the Romulans adopted an isolationistpolicy which lasted until 2364, when they again emerged to investigate earlyBorg activity near the Neutral Zone. Romulan-Federation relations remainedstrained until a brief yet reluctant alliance against the Cardassians andDominion in the Dominion War.

Ships and TacticsWhereas the Federation will never fire first, and the Klingons can usually becounted on to fire most often, the Romulans are more likely to sneak upbehind you and stab you in the back. All Romulan ships are equipped withcloaking devices, allowing them to turn invisible and recharge their weaponsor gain position on their enemy. A quick-thinking captain can use theRomulans’ constant cloaking to their advantage by holding off on firingweapons until the Romulan is cloaking or uncloaking and his shields aredown. Romulan ships are equipped with disruptors similar to those used bythe Klingons, and also with deadly plasma torpedoes, which are capable ofinflicting massive amounts of damage. Myotronic beams, which can stun anenemy’s weapon systems for a short period, are also available to theRomulans. Romulan vessels typically face most of their weapons toward theforward arc, so attacking a Warbird form the rear is usually the best tactic.

it can be a powerful opponent. Federation ships generally have strongforward firing arcs with fewer weapons facing aft, so try to avoid a head-onconfrontation if possible. In addition, the torpedoes of Federation ships arefar less accurate from long range.

The Klingon EmpireHistoryThe Klingon Empire was founded by the legendary Kahless the Unforgettableafter slaying the tyrant, Molor. The Empire was ruled by an emperor until2069, when the Klingon High Council became so powerful that it took overthe governing duties, ruling from Great Hall on the Klingon homeworld,Qo’noS. A clone of Kahless was later created by the clerics of Boreth, andthis second Kahless once again asserted the role of the Emperor, though theHigh Council still maintained the majority of political power.

As a result of the Klingons’ warrior nature, their past is littered with militaryconflict. After a disastrous first contact scenario in 2218, the Klingons andthe Federation were at odds with each other until the Organian Peace Treatyof 2267 imposed a reluctant peace between the two. After this event, theKlingons shared a brief alliance with the Romulan Empire, resulting in atrade of military technology between the two races which granted cloakingtechnology to the Klingon Empire. In 2293, the Klingons’ key energyproduction facility, Praxis, exploded, severely damaging the Klingon economyand causing environmental damage to the Klingon homeworld. This event ledthe Klingons to end nearly a century of unmitigated hostilities with theFederation via the Khitomer Accords. The Klingon Empire became engaged ina brief civil war in 2367, and later allied with the Federation to fight theCardassians and Dominion in the Dominion War after a brief period ofrenewed hostility with the Federation which had been brought about byDominion influences in the High Council.

Ships and TacticsKlingon vessels forego luxuries such as crew quarters and entertainmentfacilities in favor of more armor and weapons. As a result, most Klingonships are tough and well armed for their size. The standard primary weaponfor Klingon vessels is the disruptor, while the Klingons rely mainly on photontorpedoes for their heavy weaponry, though the experimental polarontorpedo is fitted on some ships. While not as sneaky as the Romulans, mostKlingon ships are fitted with cloaking devices, allowing them to hide fromtheir foes. In battle, Klingons are bold and decisive, and are not afraid torisk their own lives to gain the upper hand.

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SHIPS

United Federation of PlanetsSABER–CLASS “FRIGATE”

HistoryThe Saber-class starship was introducedin the late 24th century as part ofStarfleet’s initiative to create a newgeneration of ships to combat anyfuture Borg incursions. Designedprimarily as a reconnaissance vessel,the Saber’s high maneuverability and

versatility made it a reliable combat vessel in the defense against the Borginvasion of Earth, and later the Dominion War. The Saber’s compact designallows it to maintain faster impulse speeds and turn more tightly than other,larger ships. The Saber needs this speed, as its design features a weaker hullthan other Starfleet vessels and less shield power than most other ships.

Notable Saber-class vessels include the U.S.S Yeager, NCC-61947, whichdefended Sector 001 against Borg invasion in 2373.

NORWAY–CLASS “DESTROYER”

HistoryThe Norway–class Starship wasdesigned in the same Starfleetinitiative that produced the Saber-classfrigate. The Norway was intendedprimarily as an advanced escort vesseland was engineered with an eyetoward defeating any future Borg

invasions. Completed in time to assist the fleet against the Borg incursioninto Sector 001 in 2373, the Norway proved itself as a versatile combatvessel and saw action again in the Dominion War. The Norway is fitted with heavier armor and more weapons than the smaller Saber-class frigate,but sacrifices some of the speed and maneuverability of that class. For this reason, the Norway is used mainly for low-risk exploration and escort missions.

Notable Norway-class vessels include the U.S.S. Budapest, NCC-64923, whichhelped fight back the Borg in 2373.

The Borg CollectiveHistoryThe Borg are a powerful race of cyborgs originating from the Delta Quadrant,where they were responsible for the annihilation of countless races. The Borgstrive for perfection, and they seek to attain their goal by assimilating otherraces into their own by force. Borg share a hive mind which is facilitated bya subspace communication network which connects all Borg, eliminating theconcepts of self and individuality. Once assimilated, the knowledge andtechnology of a race is adapted into the Borg collective, and individuals aretransformed into Borg drones to accomplish various tasks.

The Borg were first encountered by the Federation in 2365, when a Q-entitytransported the U.S.S. Enterprise to system J-25, deep in the Delta Quadrant.The Federation was then able to prepare for a Borg invasion which cameearlier than expected, in 2366, when a Borg cube was detected headingtoward Earth. After the Battle of Wolf 359, in which 39 ships and 11,000lives were lost in an attempt to halt the advance of the cube, the Borg wereeventually stopped by implanting a destructive computer code into theircollective. The Borg again attempted an assimilation of Earth in 2373 andthough they were defeated, a Borg sphere managed to enter a temporalvortex and travel back in time in an attempt to sabotage Earth’s first warpflight in 2063. This incursion was stopped by the U.S.S. Enterprise and hercrew, who managed to destroy the Borg Queen. The Borg were dealt acrippling blow in 2378, when the actions of the U.S.S. Voyager destroyed aBorg transwarp hub, severely hindering their ability to travel through space.

Ships and TacticsBorg ships are extremely powerful; one cube is more than a match for anentire fleet of Federation vessels. When it comes to tactics and strategyhowever, the Borg usually take the direct approach, heading directly towardtheir target and firing whenever they have the opportunity. Borg weaponsconsists of powerful gravimetric torpedoes, cutting beam weapons, and adeadly shield inversion beam capable of draining all of an enemy’s shields atonce. When in combat against the Borg, mobility is a captain’s chief asset,as it is the best way to avoid the inevitable onslaught of Borg weaponry.Although they lack shields, Borg vessels are equipped with regenerativearmor, and their tractor beams should be avoided as they have the ability tonot only hold a ship in place but damage it as well. A constant stream ofattacks is the best way to assure maximum damage.

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INTREPID-CLASS “LIGHT CRUISER”

HistoryThe Intrepid-class starship featuresnumerous new technologies that marka change in Starfleet’s designphilosophy. Instead of building ever-larger, more complicated ships, thenew design initiative focused on

smaller, more compact and streamlined vessels. The Intrepid is the firstStarfleet vessel equipped with a computer system based on bio-neural gelpacks, allowing for advanced processing at enhanced speed. The Intrepid alsopioneered technology allowing a starship to land on a planet with minimalsystem damage. Another design breakthrough introduced with the Intrepidwas variable geometry warp nacelles, capable of configuring themselves tomaximize the efficiency of the ship’s warp core to provide maximum warp forless power than on a regular warp drive.

Notable Intrepid-class vessels include the U.S.S. Voyager, NCC-74656. Lost onits first mission, Voyager was later discovered to have been transported tothe Delta Quadrant. While there, the ship made more first contacts than anyship in Starfleet history and made significant research into the workings ofthe Intrepid class. Voyager returned to the Alpha Quadrant in 2377.

AKIRA–CLASS “HEAVY CRUISER”

HistoryThe Akira-class vessel was designed asone of Starfleet’s first combat-focusedstarships. Its design was originallyused merely as a testing bed foradvanced weapons systems beingdeveloped during the buildup oftensions between the Federation and

the Cardassian Empire. After the battle of Wolf 359, Starfleet hurried theprototype into actual production, sensing the need for more ships whoseprimary focus was combat instead of exploration. The vessel proved itselfduring the second Borg attack and later during the Dominion War. Althoughits primary focus is tactical, the Akira is also able to be used for a widevariety of other purposes.

Notable Akira-class vessels include the U.S.S. Thunderchild, NCC-63549, whichtook part in the defense of Sector 001 against Borg invasion in 2373.

DEFIANT–CLASS “LIGHT CRUISER”

HistoryThe Defiant–class is the first purewarship designed by Starfleet and isthe basis for many of the technologiesfound in ships which would later comeout of the advanced starship initiative.The Defiant was rushed into production

after the first Borg attack and was designed specifically to counter anyfuture Borg incursions. As time passed and the Borg did not re-appear, workon the vessel slowed. It’s prototype was eventually assigned to Deep Space 9in order to aid in skirmishes with the Dominion. When the Borg re-appearedin 2373, the Defiant–class was put to its original use and was invaluable tothe defense of Sector 001. The Defiant is heavily armored and extremelymaneuverable, allowing it to infiltrate enemy territory at high warp. Today, the vessel serves many functions in Starfleet, most of them military in nature.

Notable vessels in the Defiant–class include the U.S.S. Defiant, NX-74205,assigned to station Deep Space 9, which fought several key battles and waseventually destroyed in the Dominion War. The U.S.S. Sao Paulo was thenassigned to Deep Space Nine as a replacement. By special Starfleetdispensation, the ship was re-named Defiant and given that ship’s formerregistry number.

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GALAXY–CLASS “DREADNOUGHT”

HistoryThe Galaxy was designed as theFederation’s primary research andexploration vessel and is among themost advanced and powerful vessels inStarfleet, once serving as the flagship ofthe fleet. The Galaxy was designed to fillany role given to it, from combat to first

contact duties, and is the first ship in the fleet to feature extensive civilianquarters, allowing families to be raised on board the ship. Its sheer size makesit ideal for emergency evacuation and relocation duties. The Galaxy–class isalso one of the most expensive ships ever constructed by the fleet, and as aresult its production is limited, and the smaller Nebula–class was designed asa lower cost alternative.

Notable Galaxy-class vessels include the U.S.S. Enterprise NCC-1701-D, theflagship of the Federation under the command of Captain Jean-Luc Picard untilits destruction in the Veridian system in 2371.

SOVEREIGN-CLASS “BATTLESHIP”

HistoryThe Sovereign-class vessel is the mostadvanced ship in use in Starfleet todayand functions as the current flagship ofthe Federation. Featuring elementsresearched as a part of the advancedstarship initiative in order to react tofuture Borg incursions, the Sovereign, at

nearly 700 meters in length, is the largest and most impressive starship in thefleet. Designed as a multi-function vessel, the Sovereign is equipped withadvanced weapons platforms and upgraded sensor and shield systems. It iseffective both as an exploratory and research vessel as well as a front-linecombat vessel.

Notable Sovereign–class vessels include the Federation flagship U.S.S.Enterprise NCC 1701-E, which stopped the Borg from interfering with Earth’stimeline after the Borg incursion in 2373, and the U.S.S. Sovereign NCC-73811, which served a major role in the Kessok Incident.

EXCELSIOR–CLASS “HEAVY CRUISER”

HistoryThe Excelsior–class was originallydesigned and built in the 23rd centuryduring Starfleet’s early experimentswith transwarp drive. Transwarp waseventually proven unviable, and theExcelsior class was refitted with a

standard warp drive. An advanced ship for its time, the Excelsior has beencontinually refitted and upgraded to serve alongside Starfleet’s moreadvanced vessels. It still sees heavy use today, though usually in some ofthe less glamorous assignments. Due to its upgraded weapons systems, theExcelsior is still a formidable opponent in combat situations.

Notable Excelsior-class vessels include the prototype U.S.S. Excelsior NCC-2000 under the command of Hikaru Sulu, which played a key role in thedefense of the Khitomer Conference in 2293, and the U.S.S. EnterpriseNCC-1701-B.

NEBULA–CLASS “HEAVY BATTLECRUISER”

HistoryThe Nebula–class vessel was originallydesigned as a lower cost alternative tothe Galaxy–Class. The two vessels sharemany of the same advancedcomponents, systems, and designfeatures, but the Nebula’s integrated

hull structure and modest scale make it more cost-effective for massproduction than its larger Galaxy-class cousin. In addition, the Nebulafeatures a large dorsal equipment module. This module allows the Nebula tobe alternately configured for either research or combat by housing either anadvanced sensor package or weapons platform. Its wide array of uses makesthe Nebula one of the most versatile ships in Starfleet, though its relativelyweak armor keeps it from seeing the front lines as often as more combat-oriented vessels.

Notable Nebula-class vessels include U.S.S. Endeavor, NCC-71805, whichparticipated in the Romulan blockade during the Klingon civil war, and theU.S.S. Phoenix, NCC-65420.

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K’TINGA–CLASS “LIGHT CRUISER”

HistoryThe K’Tinga–class vessel has been inservice in the Klingon empire in onefrom or another for decades, evenlonger than the dependable B’Rel–classBird Of Prey. The ship has receivedconstant upgrades and refits to keep it

current, and still serves many important functions in the Empire today. Thedesign is based on the original Klingon D7 vessel. While certainly dependablein combat, the K’Tinga is one of the only Klingon vessels adaptable toexploratory and research use as well. The vessel serves many diplomaticfunctions, and is a reliable light escort ship.

Notable K’Tinga–class vessels include Kronos 1, which was transportingChancellor Gorkon to the Khitomer Conference when he was assassinated in2293 by sources within the Klingon military.

FEK’LHR–CLASS “HEAVY CRUISER”

HistoryThe Fek’lhr–class is named after amythical Klingon beast who guards thegates of Gre-Thor, where dishonoredKlingon warriors go after death. Thevessel was designed as a heavy attackescort vessel. Better armored and

mounted with better weapons than the smaller ships in the military, theFek’lhr is also capable of long range reconnaissance and scout duties thanksto its cloaking device and advanced sensor package. The Fek’lhr is alsoequipped with a modular equipment pod similar to that found on theFederation’s Nebula–class. This allows the vessel to be refitted quickly forother duties.

Notable Fek’lhr–class vessels include the I.K.S. Kosh, which led the assault on Cantessa Prime during the Klingon push toward Cardassia Prime in theDominion War.

The Klingon Empire

BIRD OF PREY-B’REL-CLASS “FRIGATE”

HistoryThe B’Rel–class frigate, also knownsimply as the Bird Of Prey, has been inservice in the Klingon Empire for overeighty years. The class has undergoneseveral upgrades and refits, but is stillused as a major component of the

Klingon fleet. The ship is highly maneuverable, requires a minimal crew torun at maximum combat effectiveness, and carries very impressive firepowerfor its small size. The B’Rel is capable of atmospheric flight and planetarylandings as well as warp-speed interstellar flight. The craft is also equippedwith a cloaking device, making it a very effective scout ship. The hull designand general layout were used to create the heavier K’Vort–class destroyer.

Notable vessels in the class include the I.K.S. B’Redge, which wasinstrumental in the defense of the Vartha station during the brief Klingoncivil war.

K’VORT–CLASS “DESTROYER”

HistoryThe K’Vort–class destroyer is a moreadvanced and upgraded version of thesmaller B’Rel–class frigate. Like theB’Rel, it is capable of atmosphericflight and planetary landings as well asinterstellar warp travel, and isequipped with a standard Klingon

cloaking device. The K’Vort features more weapon mounts then the B’Rel andtherefore requires a slightly larger crew to operate. The added durability andoffensive capabilities of the craft make it a bit less maneuverable then theB’Rel. K’Vort–class vessels are primarily used as fast-attack combat vesselsand scout ships.

Notable K’Vort–class vessels include the I.K.S. Thraxis, lost in the Battle ofMeglar III in 2363.

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The Romulan Star Empire

TALON-CLASS “FRIGATE”

HistoryThe Talon-class frigate fills the fastattack role in the Romulan fleet.Extremely quick and very agile, theship is capable of out-maneuvering anyvessel it comes across. The Talon wasdesigned primarily to avoid combat infavor of stealth, using its standard

cloaking device to penetrate enemy fortifications and extract spies orsabotage enemy defenses. Although lightly armored and featuring relativelyweak weapons, the Talon is a formidable and often deadly opponent.

Notable Talon–class vessels include the I.R.W. Deunan, which single-handedlydefended the Romulan Briareos Outpost from attack by 3 rogue KlingonB’Rel–class Birds of Prey in 2371.

FALCON–CLASS “DESTROYER”

HistoryAfter the Talon proved itself as aversatile high-speed combat vessel,the need arose for a version of theship which was more capable ofdefending itself for use in high-riskinsertion and escort missions. Theresult was the Falcon–class, which is

based on the same hull design as the Talon but features additional weaponmounts to make the vessel a more formidable opponent if it is unable to useits speed and cloaking device to escape. The added systems lower the overall top speed and maneuverability of the ship, but raise its overallsurvivability significantly.

Notable Falcon–class vessels include the I.R.W. Taval, which leads theRomulan fleet’s prestigious Omicron Fast Attack Wing.

VOR’CHA–CLASS “HEAVY BATTLECRUISER”

HistoryThe Vor’cha–class battlecruiser makesup the bulk of the Klingon fleet. Apowerful ship second only in size andfirepower to the mighty Negh’Var, theVor’cha manages to maintain itsmaneuverability despite its upgraded

posture. Due to its versatility, the Vor’cha is tasked with numerous roles inthe Klingon Empire. While it is the primary assault vessel of the Klingonmilitary during war time, it is also equipped with a cloaking device andadvanced long-range sensor systems, allowing it to be quite effective as anexploratory and reconnaissance vessel.

Notable Vor’cha–class vessels include the I.K.S. B’Err, which transportedKlingon High Council leader K’mpec on his final mission in 2367, and theI.K.S. Vor’nak, commanded by General Tanas.

NEGH’VAR–CLASS “BATTLESHIP”

HistoryThe Negh’Var is the flagship of theKlingon Defense Force, and the largestand most powerful ship in the Klingonfleet. The ship was designed toshowcase the military might of theEmpire and features the most advancedweapons and sensor packages

available, including support for a Polaron Torpedo refit. Due to the sheer size and advanced nature of the vessel, it is also the most expensive shipever built by the Empire, meaning that while powerful, it will never replacethe Vor’cha for sheer usefulness. The Negh’var is slow-moving and sacrificesmaneuverability for armor and weapons, making it a feared opponent in combat.

Notable Negh’Var vessels include the class’s namesake, the I.K.S. Negh’Var,which functions as the Empire’s flagship and was commanded by GeneralMartok during the Klingon Empire’s invasion of Cardassia.

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RAPTOR–CLASS “HEAVY BATTLECRUISER”

HistoryThe Raptor–class vessel is a child ofthe same advanced design initiativethat brought the Vales into theRomulan military. While the Vales wasdesigned primarily as a combat vessel,the Raptor was to be a more rounded

ship. In addition to advanced weaponry, the Raptor also features high-bandwidth sensor packages and upgraded onboard research facilities, makingit a very effective exploration and research vessel. Capable of extendedperiods away from base due to its low-bleed singularity core and extensivecrew facilities, the Raptor is ideal for the more secretive missions of theRomulan military.

Notable Raptor–class vessels include the I.R.W. Antares, which aided in thedowning and eventual salvage of a Borg scout vessel in the Relik sector,thwarting a Borg incursion and allowing the Romulans an insight intonumerous new technologies.

WARBIRD–CLASS “BATTLESHIP”

HistoryThe D’Deridex–class Warbird is the mostpowerful vessel in the Romulan Empire.Although Warbirds were in service longbefore the more advanced Romulanweapons and systems were developed,the vessels are constantly upgraded tokeep their technology current. The

Warbird fills many duties in the fleet, including combat, exploration, andscience missions. The Warbird’s enormous size (it is nearly twice as long as aFederation Galaxy-class vessel) comprises research labs, reverse-engineeringterminals, and intelligence gathering equipment which make it instrumentalin Romulan combat operations, both direct and covert.

Notable Warbird–class vessels include the I.R.W. D’Trell, leader of theRomulan division of the Alpha Quadrant alliance in the attack on theChin’Toka system in 2374.

SHRIKE–CLASS “LIGHT CRUISER”

HistoryThe Shrike–class is a light cruiserdesigned primarily as a scout vessel.As conflicts along the Romulan-Federation Neutral Zone tapered off,the Romulan military realized thatassigning its heavier ships to the

region was a waste of resources. They set about designing a smaller vesselwhich could fill the patrol duties and yet still defend itself adequately if theneed arose. The Shrike, which requires a minimal crew and is relatively cheapto produce, is the result of this design. The vessel is also equipped with astandard Romulan cloaking device, allowing it to investigate disturbances in secret.

Notable Shrike–class vessels include the I.R.W. Soren, which was instrumentalin detecting and eliminating the presence of Cardassian minelayers along theNeutral Zone during the Dominion War.

HAWK–CLASS “HEAVY CRUISER”

HistoryAfter the first indications of thecoming Borg threat along the NeutralZone in 2364, the Romulan militarybegan researching advanced systemsand ship designs in an effort toupgrade their military against futureincursions. The project was accelerated

after the Romulans obtained intelligence reports on the full capabilities ofthe Borg after the battle of Wolf 359, and the Hawk was the first ship toemerge from the new design initiative. Taking numerous cues from thepowerful Romulan Warbird in its design, the Hawk is a well armed andmaneuverable strike vessel with cloaking capabilities designed for heavycombat duties.

Notable Hawk–class vessels include the I.R.W. Cathex, the ship captained bythe legendary Commander Astran, which disappeared in 2372.

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BORG DIAMOND-CLASS “LIGHT CRUISER”

HistoryThe Borg Diamond’s main function is toscout areas for races and technology to assimilate. Upgraded weaponssystems and high maneuverabilityallow it to avoid enemy resistance ifnecessary and return to the collectiveso that heavier assimilation forces maybe dispatched.

BORG DIAMOND PRIME-CLASS “HEAVY CRUISER”

HistoryThe Diamond Prime is an upgraded version of the standard Borg Diamond.While standard Borg design emphasizes a balance between a vessel’soffensive capabilities and its assimilation facilities, the rise of empires whichpose a legitimate threat to the Collective necessitated a change in design.As a result, the Prime has more mass available to devote to weapons andsystems. It also comes equipped with more powerful engine systems andadditional weapons.

The Borg CollectiveNote: Little is known about the vessels of the Borg collective, as confrontationswith them tend to result in the destruction of any ships which would normallygather information. The following database is gathered from various intelligencereports as well as the extensive information on the Borg gathered by the U.S.S.Voyager during its years in the Delta Quadrant.

BORG PYRAMID-CLASS“FRIGATE”

HistoryThe Borg pyramid functions as aFrigate-class vessel in the BorgCollective. Its primary function is toassist the Cube in reducing enemyresistance to assimilation. The Cube’smassive size makes maneuvering to

attack more agile vessels a problem, so the Borg utilize the Pyramid for such purposes, as it is fast and highlymaneuverable, yet still features powerful Borg weapons.

BORG PYRAMID PRIME-CLASS “DESTROYER”

HistoryAs the Borg began encountering an ever greater number of technologicallyadvanced races, the Collective saw the need to upgrade the combat potentialof even their smaller scout vessels. The Pyramid Prime features a larger masslimit than the standard pyramid, allowing greater latitude in selectingweapons and systems. In addition, the Prime has more powerful standardengine systems. The extra mass devoted to ship systems results in a slightdecrease in top speed and maneuverability.

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BORG CUBE-CLASS“BATTLESHIP”

HistoryThe Cube is the primary vessel of theBorg Collective. Massive in size, theCube features a highly decentralizeddesign, making it difficult toeffectively damage in a combatsituation. In addition, Cubes are highly

regenerative, able to repair damage to their armor very rapidly. Althoughlacking in maneuverability, the Cube features highly advanced weaponscapable of destroying entire fleets of vessels. A typical Cube featuresassimilation facilities capable of assimilating an entire planet. The Cube isan awesome sight and a feared opponent.

BORG SPHERE-CLASS “HEAVYBATTLE CRUISER”

HistoryThe Borg Sphere is second in size andpower only to the mighty Cube. Itsprimary function is to aid the Cube inlarge scale assimilations which requirea high degree of combat. The Sphere ismore maneuverable than the Cube and

requires fewer resources, making it a reliable support ship. In addition, theSphere has its own large scale assimilation facilities, allowing it to completelow-risk assimilations on its own if need be.

BORG SPHERE PRIME-CLASS “DREADNOUGHT”

HistoryAs they spread into the Alpha quadrant, the Borg began encountering groupsof technologically advanced races that were capable of mounting more of aresistance to forced assimilation. The Collective adapted by modifying itsvessels to carry more advanced systems and firepower. The Sphere Prime isthe second only to the Cube in sheer power. The Prime features moreavailable mass for weapons and systems, as well as a more powerful standardengine and weapon loadout. Due to the increased mass, the Sphere Prime isslightly less maneuverable than the standard Sphere.

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The Klingon Empire had been experimenting with matter/antimatterweaponry at the same time as the Federation, and their end result was muchsimilar to Starfleet’s, though with a slightly higher yield and fewer safetyprecautions. Since then, the two empires have shared technology to thepoint where the two systems are identical on current vessels. Photontorpedoes can be set to detonate when in the proximity of an enemy vessel,lessening the chance of a miss but also lessening damage yield.

Quantum TorpedoesThe quantum torpedo is anadvanced heavy weapondeveloped by Starfleet as a

part of its Advanced Defense Initiativeto combat Borg incursions.

As the photon torpedo reached whatmany Starfleet researchers agreed wasits highest possible explosive yield, agroup of engineers at the StarfleetR&D facility on Groombridge 273-2A began investigating methods forachieving a higher release of energy from a projectile of equal dimensions tothe photon torpedo. The result is the quantum torpedo, which utilizes aneleven-dimensional space-time membrane suspended in ultra-clean vacuumwithin the projectile. The membrane is twisted into a string and thenisolated from the background vacuum. This results in the creation of a newparticle, which is accompanied by a tremendous release of energy.

The quantum torpedo is a heavy weapon available only to Federation vessels.It does significantly more damage than the photon torpedo. Like the photontorpedo, it can be set to proximity detonation.

Pulse PhasersThe Pulse Phaser is anadvanced heavy weapondesigned for a high rate of

fire and a high damage yield. It isavailable only to Federation vessels.

The Pulse Phaser was developed byStarfleet as a weapon to combat futureBorg incursions and was first fittedonto the prototype U.S.S. Defiant. Thedevice functions similarly to a standard Phaser, but without a continuousbeam. The energy emissions are instead stored in a magnetic field, allowing

WEAPONS

Phaser™

The Phaser (short for PHASedEnergy Rectification) is thestandard primary weapon for

all ships in Starfleet.

In the early ages of interstellar travel,it became clear that directed energydevices would be needed in order toassist in clearing gas, dust, and othermicroscopic materials from the flightpaths of vehicles. This eventually led to the deflection of such materialsusing directed energy. It soon became apparent that such technology couldalso make an effective weapon system, and the Phaser was conceived.

Current Federation ship-mounted phasers range in power from the PhaserType IX (the weakest ship-mounted Phaser) to the Type XII (the mostpowerful ship-mounted Phaser). Each Phaser type comes in both fast andslow firing rate versions, depending on the energy available to them. Phaserenergy dissipates over distance, so a beam shot from long range will do lessdamage than one shot from close range.

Photon TorpedoesThe Photon Torpedo is thestandard heavy weapon onmost Federation vessels. A

variant on the weapon is the standardKlingon heavy weapon.

Phasers proved effective against mostvessels in the early history of spacetravel. However, as warp drive becamemore prevalent, the need arose for aweapon which was deliverable at high relativistic and warp speeds. Initially,rudimentary nuclear projectiles were used for this purpose. After muchresearch, Starfleet engineers perfected the controlled detonation of matterand antimatter and fitted the new technology into a torpedo casing with anadvanced propulsion system. The result was the photon torpedo, whichimmediately became the standard heavy weapon on all Federation vessels.Though the design has been upgraded since its inception, the basicconfiguration remains the same even on the more advanced vessels.

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highly destructive plasma torpedo. The device generates a ball of plasmausing a burn process similar to the one used in impulse engines (whichgenerate plasma as a byproduct). This plasma is suspended in a-energymagnetic field and hurled at a target. On impact, the plasma ignites and amassive amount of energy is released. Early plasma weaponry degradedseriously over distance and traveled quite slowly. Recently, using intelligenceon zero-point clean-vacuum energy fields stolen from Federation sources, the plasma torpedo has gained a higher speed and greatly increased effective range.

Plasma torpedoes are available in three strengths: light, medium, and heavy. They are very slow to recharge and require large amounts of energy to maintain, but they are the most powerful heavy weapon available to any race.

Antimatter MinesAntimatter mines are a heavyweapon available to allempires except the Borg.

The antimatter mine is, at its heart, amatter/antimatter warhead designed todetonate when a vessel reaches acertain proximity to it. It functions inmuch the same way as the Federationphoton torpedo, utilizing a detonationdevice that releases controlled amounts of matter and antimatter, whichannihilate and cause a massive energy release. Although the effectiveness ofmine fields in the vastness of space is minimal, mines have been used togreat effect when in close quarters starship combat, or to distract anddamage pursuing vessels.

Mines are dropped behind a ship and arm when the ship is a certain distanceaway. They will detonate when any ship (even the ship that laid them) is in proximity.

Tachyon PulseThe tachyon pulse is anadvanced heavy weaponcapable of nullifying a

vessel’s warp field for a short period oftime. In addition to doing significantdamage, it is available to all empires.

them to coalesce and agitate to higher energy states. The field is then re-directed, forcing the burst of Phaser energy toward the target. This processis repeated rapidly using multiple magnetic field generators, and the result isa stream of phased energy projectiles. Although the range of such a weaponis much less than the standard Phaser due to rapid dissipation, from closerange the pulse Phaser can do more damage than most Phaser types.The weapon has since been adapted to function on most Federation ships.

DisruptorsThe disruptor is the standardprimary weapon on Romulanand Klingon vessels.

Early Romulan spacecraft wereequipped with basic projectileweaponry which was largely ineffectiveat high speeds and long range. As theirtechnology grew, the Romulansrealized (as Starfleet later would) thatthe same directed energy fields they were using to deflect particles of dustin the path of their vessels could be amplified and used as an effectiveweapon. The standard disruptor function very similarly to the Phaser, thoughit is often fired in pulses as opposed to beam form.

A brief Romulan-Klingon alliance around 2268 resulted in disruptortechnology being shared with the Klingon Empire. Though they haveupgraded the weapon to their own specifications since then, the twoweapons remain largely identical. Disruptors are available in strengths from 1(weakest) to 5 (strongest) and each level is available in normal or fasterfiring rate.

Plasma TorpedoesThe plasma torpedo is thestandard heavy weapon ofthe Romulan Empire.

Plasma is a highly unstable form ofmatter in which a gas has become sohot that its electrons have beenstripped away from the atomic nuclei.The result is matter on the verge ofbecoming pure energy. While mostraces have abandoned research into plasma-based weaponry because of thehigh risk involved, the Romulans ignored precautions and developed the

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the torpedo to pass through most forms of energy shielding in use today andimpact directly on the target’s hull. The upgrade also provides the torpedowith a slightly increased range.

Myotronic BeamThe myotronic beam is arecent Romulan technologywhich has the ability to stun

enemy weapons systems. It is availableonly to the Romulan Star Empire.

Utilizing technology discovered on asalvaged Dominion vessel, Romulanresearchers developed the myotronicbeam. The weapon does a fairly highamount of damage on its own, but a side effect of its enhanced energy fieldis the creation of a field of electromagnetic particles. These particlesinterfere with energy buildup typical of most weapon designs. The result isthat the enemy’s weapons are effectively stunned until the field dissipates.

Cutting BeamThe cutting beam is capableof locking onto a ship andcutting directly through its

shields and into its hull. It is theprimary weapon of the Borg Collectiveand is available only to them.

Little is known about the genesis ofBorg weaponry, but many races in thegalaxy have been unfortunate enoughto see the effectiveness of the Borg cutting beam in action. The beamdamages a vessel’s shields and will eventually cut through them and into thehull of the enemy ship. Primarily used by the Borg to dissect and analyzeenemy ships for possible technological assimilation, it has also proven to bea powerful melee weapon.

The cutting beam is available in light, medium, and heavy versions. Higher-end beams do more damage but require more power to maintain.

The tachyon pulse was developed by Klingon scientists in an effort toprevent opponents from fleeing battle, a tactic deemed dishonorable by theKlingons. It utilizes a burst of tachyons, particles which can only exist atfaster then light speeds. This tachyon burst is dissipated as soon as it comesinto contact with an enemy vessel but the resultant sub-space disturbancecaused by the sheer number of particles makes the formation of a warp fieldimpossible for a short period of time. The renders warp drive inoperable andprevents the enemy from fleeing battle. The technology soon spread to otherempires who adapted it for use on their own vessels.

Ion CannonThe ion cannon is a heavyweapon which propels amassive beam of energy at

an opponent. It is available only tothe Klingon Empire.

The ion cannon is similar to theRomulan plasma torpedo, thoughinstead of the highly unstable anddangerous plasma, it uses a beam ofhighly ionized gas suspended in a magnetic field and at the target. Theresultant explosion is not as damaging as the plasma torpedo, but requiresfar less energy to fire and is much less likely to overload. As the ionized gastravels through space, it dissipates, giving the ion cannon a much shorterrange than a torpedo based weapon. However, at close range, the ion cannoncan do more damage then torpedoes.

Polaron TorpedoesThe polaron torpedo is anadvanced weapon capable of penetrating an enemy’s

shields and damaging their hulldirectly. It is available only to theKlingon Empire.

The polaron weapon was developed bythe Klingons in an effort to create atorpedo based weapon to keep pacewith the Federation’s research into quantum torpedoes. Although theexplosive discharge is not much greater than a standard photon torpedosystem, the delivery system has been vastly upgraded to include amodulating polaron radiation generator. This surrounds the torpedo in a fieldof polaron emissions which are constantly changing modulation. This allows

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SHIP SYSTEMS

ShieldsShields protect a starship from enemy weapons fire and otherhazards by generating a field of energy around the vessel. Oncethey fall, your armor and hull begin taking damage. Shield systems

are available in ten levels, each providing increasing protection but requiringmore warp energy to maintain. This system is available to all empires exceptthe Borg.

ArmorArmor provides protection for the ship’s hull. The armor absorbsdamage after a ship’s shields have failed. Once a vessel’s armor isdepleted, its hull and subsystems are vulnerable. Armor is available

in five strengths. As an armor’s strength increases, so does its mass. Armor isavailable to all empires and requires no warp power to maintain.

Tractor BeamThe tractor beam emits a focused linear graviton force beam,which allows a ship to hold another ship in place and manipulateit. The beam can also repel an enemy tractor beam of equal or

greater strength, meaning that the more powerful your tractor beam system,the more likely you are to keep your hold on an enemy ship. The tractorbeam is available to all empires in five strengths.

TransporterThe transporter system allows you to send boarding parties to anenemy vessel for sabotage or capture. The more powerful yourtransporter system, the more marines you can beam over at one

time, which allows you to more rapidly strike against the enemy. Transportersystems are available to all races in five strengths.

ComputerThe bridge computer contains the ship’s sensor package, whichallows you to detect and scan vessels from a distance. The morepowerful your main computer, the further out you can detect and

identify other vessels. The computer is available to all empires in fivestrengths. Computers at levels four and five allow you to perform anti-cloakscans to detect cloaked enemy vessels.

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Gravimetric TorpedoesThe gravimetric torpedo isthe standard heavy weaponof the Borg Collective and

is available only to their empire.

Although the Borg are primarilyconcerned with the assimilation ofother worlds, they are occasionallytasked with defending themselvesagainst those who don’t wish to beassimilated. To adapt to this situation, they developed the gravimetrictorpedo. This projectile weapon utilizes an advanced graviton inversion fieldto cause a gravimetric shear in its target, causing severe structural damage.

Shield Inversion BeamThe shield inversion beam isan advanced Borg heavyweapon. It is capable of

draining all of a target’s shieldssimultaneously. This weapon isavailable only to the Borg Collective.

Depletion of an enemy’s shields iscrucial to the assimilation of a shipand its crew. Damage to the hull of avessel risks the destruction of viable technology. The Borg have adapted theshield inversion beam to aid them in combating shielded enemies. Whilemost weapons damage only the shield facing they strike, the shield inversionbeam damages all of an enemy’s shields at once, weakening them equally.This makes lowering an opponent’s shields for boarding easier, as the enemycannot maneuver their stronger shields toward the attacker.

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Cloaking DeviceThe cloaking device generates an energy screen which renders yourship invisible to enemy sensors, allowing you to spy on the enemyand mount surprise attacks. The cloaking device is available only

to the Klingon and Romulan Empires and comes in five strengths. Higherlevel cloaking systems require more power but are less susceptible todetection through anti-cloaking scans.

Impulse DriveThe impulse engines provide power for non-warp maneuvers. Themore powerful your impulse drive, the faster your ship can moveduring combat. More powerful engines provide greater speeds but

are heavier and require more warp energy to maintain. The impulse drive isavailable to all empires in ten strength levels.

Warp CoreThe warp drive generates power for all of your ship’s systems andis crucial to the operation of any starship. In the refit screen, yourship’s statistics display the power your current systems are using

as well as the power your warp core is capable of producing. If the poweryour systems require is greater than what your warp core can output, yoursystems won’t function properly. You need to either fit a more powerful warpcore on your vessel or downgrade your systems to consume less power. Thewarp core is available to all empires in ten strength levels.

ThrustersThe thrusters complement a ship’s impulse engines and counteractthe effects of your ship’s mass. This allows for better accelerationand turning rates, allowing you to maneuver more efficiently in

combat. More powerful thrusters provide greater maneuverability and require more power to operate. Thrusters are available to all empires in tenstrength levels.

S H I P S Y S T E M S

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NAVIGATIONIncrease Impulse Power . . . . . . . . . . . S, Up Arrow Key

Decrease Impulse Power . . . . . . . . . . . A, Down Arrow Key

Turn Left . . . . . . . . . . . . . . . . . . . . . Left Arrow Key

Turn Right . . . . . . . . . . . . . . . . . . . . Right Arrow Key

All Stop . . . . . . . . . . . . . . . . . . . . . . Numpad –

Full Impulse . . . . . . . . . . . . . . . . . . . Numpad +

Emergency Stop . . . . . . . . . . . . . . . . Numpad 0

Follow Target . . . . . . . . . . . . . . . . . . Numpad /

Match Target Speed . . . . . . . . . . . . . . Numpad *

Evasive Maneuvers . . . . . . . . . . . . . . . Numpad .

High Energy Turn . . . . . . . . . . . . . . . . H

Engage/Disengage Warp . . . . . . . . . . . W

TACTICALCloak/Uncloak . . . . . . . . . . . . . . . . . . C

Reinforce Forward Shield . . . . . . . . . . . Numpad 8

Reinforce Starboard Shield . . . . . . . . . Numpad 6

Reinforce Port Shield . . . . . . . . . . . . . Numpad 4

Reinforce Aft Shield . . . . . . . . . . . . . . Numpad 2

Negate Shield Reinforcement . . . . . . . . Numpad 5

Fire Selected Weapons . . . . . . . . . . . . Z

Fire All Primary Weapons . . . . . . . . . . V

Fire All Heavy Weapons . . . . . . . . . . . . B

Deploy Mine . . . . . . . . . . . . . . . . . . . M

Next Target (All) . . . . . . . . . . . . . . . . T

Next Target (Ally) . . . . . . . . . . . . . . . U

Next Target (Enemy) . . . . . . . . . . . . . Y

Target Nearest Enemy . . . . . . . . . . . . Space

Break Target Lock . . . . . . . . . . . . . . . \

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DEFAULT KEY BINDINGS

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A TALDREN GAME

AN ACTIVISIONPRODUCTION

TALDREN, INC.PRODUCERErik Bethke

PROGRAMMINGLEAD PROGRAMMERMarc Hertogh

PROGRAMMERSScott BrunoPaul SchreiberAlex ShermanKen YeastZachary DrummondSean Dumas

GAME DESIGN DESIGNJosh Morris

LEAD DESIGNER Scott Bruno

MISSION PROGRAMMERDavid Farrell

MISSION STORIES John Boomershine

LINE PRODUCERMark Pfeiffer

ART ART DIRECTORBradley W. Schenck

ARTISTSEd LacabanneJaime MarxNate Simpson

VOICE TALENTSCAPTAIN JEAN-LUC PICARDPatrick Stewart

ADMIRAL ARAINancy Linari

COMMANDER JURETHGreg Eagles

GENERAL MI'QOGHBrock Peters

FEDERATION OFFICERSJennifer HalePaul Mercier

KLINGON OFFICERSGeorge BallRodney Saulsberry

ROMULAN OFFICERSB.J. WardDee Bradley Baker

BORG VOICESTHE BORG COLLECTIVECharles BartlettTerrence BeasorDaamen KrallDavid Randolph

ADDITIONAL VOICETALENTS(in alphabetical order)Vaughn ArmstrongJames HoranDee Bradley BakerRoger L. JacksonGeorge Ball

Nancy LinariCam ClarkePaul MercierGreg EaglesMatt MortonPaul EidingRodney SaulsberryMax GrodÈnchekCourtenay TaylorJennifer HaleB.J. WardTim HarrisonGary Anthony WilliamsJess HarnellKris Zimmerman

ORIGINAL SOUND EFFECTSDavid HoneAllSound Recording

SOUND EFFECTS PROCESSINGSalami Studios

CASTING AND VOICEDIRECTORKris Zimmerman

POST-PRODUCTIONSalami Studios, LLCDevon BowmanMarc MercadoRick Hinson

POP Sound

MUSICTHEME AND ORIGINALSCOREDanny Pelfrey

CREDITS

73

Target Next Subsystem . . . . . . . . . . . . Mouse Wheel Up

Target Last Subsystem . . . . . . . . . . . . Mouse Wheel Down

Green Alert . . . . . . . . . . . . . . . . . . . G

Red Alert . . . . . . . . . . . . . . . . . . . . . R

Launch Probe . . . . . . . . . . . . . . . . . . P

Scan . . . . . . . . . . . . . . . . . . . . . . . . I

INTERFACEPower Allocation Menu . . . . . . . . . . . . J

Helm Panel . . . . . . . . . . . . . . . . . . . . K

Science Panel . . . . . . . . . . . . . . . . . . L

Tractor Panel . . . . . . . . . . . . . . . . . . ;

Transporter Panel . . . . . . . . . . . . . . . . ‘

Shuttle Panel . . . . . . . . . . . . . . . . . . E

Show Officer Panel . . . . . . . . . . . . . . . O

Player Schematic Panel . . . . . . . . . . . . N

Repair Panel . . . . . . . . . . . . . . . . . . . ,

Target Schematic Panel . . . . . . . . . . . . .

Target Hit and Run Panel . . . . . . . . . . /

Tactical Display On/Off . . . . . . . . . . . . TAB

Comm Menu . . . . . . . . . . . . . . . . . . . X

Hide/Show UI Panels . . . . . . . . . . . . . D

Decrease Game Speed . . . . . . . . . . . . . [

Increase Game Speed . . . . . . . . . . . . . ]

Chat Toggle . . . . . . . . . . . . . . . . . . . ENTER

CAMERA CONTROLSOverhead Camera . . . . . . . . . . . . . . . . F1

Chase Camera . . . . . . . . . . . . . . . . . . F2

Follow Camera (Default) . . . . . . . . . . . F3

Enemy Camera . . . . . . . . . . . . . . . . . . F4

Target Lock On/Off . . . . . . . . . . . . . . . F5

72

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CREDITS

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CREDITS

75

CREDITS

74

MOVIESCG ANIMATIONBackyard Digital Studios, LLC

DIRECTORJason Adams

ART DIRECTORDaniel Wang

PRODUCER/LEAD ANIMATORRobert DiFiglia

PROJECT MANAGER Jim Bradbury

LEAD MODELERNick Losq

LEAD COMPOSITORRobert Reinhart

TECHICAL DIRECTORDaesun Hwang

TEXTURE ARTISTAndrew Losq

ACTIVISION, INC.PRODUCED BYDan Hagerty

EXECUTIVE PRODUCERMarc Struhl

PRODUCTIONCOORDINATORSAaron GrayEric LeeDoug Mirabello

ADDITIONAL PRODUCTIONGlenn Ige

V.P. OF PRODUCTION,NORTH AMERICAMark Lamia

E.V.P. WORLDWIDESTUDIOSLarry Goldberg

GLOBAL BRAND MANAGERJenny Stornetta

ASSOCIATE BRANDMANAGERElizabeth Dunn

V.P., GLOBAL BRANDMANAGEMENTTricia Bertero

E.V.P., GLOBAL BRANDMANAGEMENTKathy Vrabeck

PUBLIC RELATIONSV.P., CORPORATECOMMUNICATIONSMaryanne Lataif

SENIOR PUBLICIST,CORPORATECOMMUNICATIONSMichael J. Larson

LEGALRob PfauMichael Hand

INTERNATIONALSENIOR V.P., EUROPEANPUBLISHINGScott Dodkins

HEAD OF PUBLISHINGSERVICESNathalie Ranson

SENIOR LOCALISATIONSPROJECT MANAGERTamsin Lucas

DIRECTOR OF STRATEGICMARKETING EUROPERoger Walkden

MARKETING MANAGER,UK & ROECarolyn London

PR MANANGER, UKGuy Cunis

PR MANAGER, ROESuzanne Panter

PR Manager, GERMANYBernard Reinartz

BRAND MANAGER,UK/ROEDaleep Chabria

MARKETING MANAGER,GERMANYStefan Luludes

BRAND MANAGER,GERMANYStephan Seidel

JR. BRAND MANAGER,GERMANYThomas Schmitt

MARKETING DIRECTOR -ASIA PACIFICPaul Butcher

BRAND MANAGER - ASIAPACIFICLeigh Glover White

CENTRAL TECHNOLOGYSENIOR MANAGEREd Clune

INSTALLER & DESIGNCONSULTATIONAndrew Petterson

INSTALLERHector Guerrero

INSTALLER TOOLSAlexander Rohra

CUSTOMER SUPPORTCUSTOMER SUPPORT MANAGERBob McPherson

CUSTOMER SUPPORT LEADSRob LimGary BolducMike Hill

QUALITY ASSURANCE MANAGER, PC TESTINGMarilena Rixford

SENIOR QA PROJECT LEADSiôn Rodriguez y Gibson

PROJECT LEADBrad Saavedra

SP FLOOR LEADJeff Love

MP FLOOR LEADDan Siskin

DATABASE MANAGERWil Kus

TESTERSMishelle MorossAdam TourkowNathaniel McClureMark IshakAnthony MoranBarry Wright Jr.Russell JohnsonRobert AlvarezMatthew BurnsD. Richard ToddPete Veniscofski

LOCALIZATIONS PROJECT LEADMihai Pohontu

LOCALIZATIONS TESTERSLonnie CarterNatasha DarnallMichael DeMartiJohn MacmillanEric ZimmermanKop Tavormas

CODE RELEASE GROUPMANAGER, CODE RELEASEGROUPTim Vanlaw

CRG LEADJason Levine

TESTERSFrankie KangPaul Williams

NETWORK LABLEAD, QA NETWORK TESTINGChris Keim

COMPATIBILITY LEAD, QACOMPATIBILITY TESTINGNeil Barizo

TESTERSJohn Santry, Joule Middleton

VISIONEER TESTING GROUPEXTERNAL TEST COORDINATORChad Siedhoff

VISIONEER TESTERSCalvin Oliveria, John Vernon,Jean-Ray Arseneau, Brendan Burke, Christopher Cannon, Wayne Chang, Brandon Crick,Clay Culver, Don Healy, Iain Hill, David Joy, Jason L'Hirondelle, David Longhurst, Derek Lung, Red River, Andy Serwatuk,Marc Zaritsky, James Hurst,

Mark Kaelin, James King, Jeff Landfried, Zachary Nobles,Paul Pettit, Steve Ricketts, Jeff Smith, Brian Wardell, N. Blomenkamp, Karim Nouri,Adam Taylor, Kevin Swisher,Michael Allen, John Aubin,Jamie Badgerow, Tim Barnes,Hector Barrera, Charles Biro,Chris Blendowski, Joseph Bott,James Boydston, Derek Brinkmann, Steven Bybee, Jeffrey Call,Daniel Carter, Leo Chiao, John Chiu, Paul Chouy, BrantClabaugh, Armond Clark, David Cleric, Scott Cook, Trevor Cook, Aaron Cox,|Russell Crim, Maxwell DeChant, Lane Denson, Ethan Dicks,James Dillinger, Jeremiah Dorn, Robert Dudley,Richard Durrer, Michael Dwiel,Danny Elias, David Evans,Darren Evans, Joseph Faske,Eric Friedner, Keith Galocy,Paul Gilbert, Jerry Graber, Gary Gray, Philip Hansen,Panayoti Haritatos, Tom Hepner, Jeff Hexter, Jason Hitchens, Kevin Hoekman, Josh Horowitz, Justin Hromas,Marc Hrossowyc, Robert Hubby,David Jarrell, Stephen Jensen,Warren Johnson, Tyler Jordan,Elias Jubran, Scott Kasai,Michael Kelly, Paul Keslin,Maurice Kienenberger, Richard Kurnadi, Andrew Kuschnerait, Jessie Lawrence, William Lazar,Jonathan Lenaway, Giancarlo Lenzi,

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CUSTOMER SERVICECREDITS

76 77

William Leppala, Craig Lewis,Alan Liebowitz, Charles Little,Eric Lo, Ian MacInnes, Robert Mackey, Rich Matheson, Ryan McCaffrey, Mike McCurdy, Sean McKay,Douglas McKinney, Myron McMullen, Brett Milliken, Michael Milner,Heather Moses, Craig Organ,Christopher Penney, Jef"Frey"Petermeier, George Politis,Joshua Pollak, Carolann Quinn, Rich Reed,Joseph Ruffolo, Ken Rumsey,Eddie Sarphie, Paul Seale,John Silva, William Slayton,Alan Springer, Chris Squatritto, Andrew Stein, James Sutliff,Don Swanner, Joshua Tacey,David Teague, Stephen Tobin,Richard Torres, Christopher Travis, Joseph Vegh, Henry Wang,Theodore Weidenbacher, Alan Wexelblat, David Wilson,Timothy Wilson, Brian Winslow, Philip Worthen, Jason Yeh,Omar Yehia, Lee Zane, Dimitri Zelepuhin, Dominick Ziccarelli, Yulia Zykin

QA SPECIAL THANKSJim SummersJason WongAdam HartsfieldNadine Theuzillot Joe FavazzaJennifer Vitiello Indra Gunawan Todd Komesu

Marco Scataglini Willie BoltonJay FrankeGlenn VistanteMatt McClureNick FalzonEvan ButtonJames Van Meter Jon VirtesMike RixfordMatt McClure

CREATIVE SERVICESV.P., CREATIVE SERVICESDenise Walsh

CREATIVE MARKETINGDIRECTORMatt Stainner

MANAGER, CREATIVE SERVICESJill Barry

PACKAGING AND MANUAL DESIGNIgnited Minds, LLC

ACTIVISION MANAGEMENTRon DoorninkBrian KellyBobby Kotick

SPECIAL THANKSMatthew BealTim CurtisDavid DalzellGary FalconeD.J. FoxJoanna FullerRegina Gibson-BroomeTiffani HalversonJames MayedaJoe PizzuloBob Rice& Gene Roddenberry!

VIACOM CONSUMERPRODUCTS/PARAMOUNTPICTURES LIASONSEXECUTIVE DIRECTOR,PRODUCT DEVELOPMENTINTERACTIVE & TECHNOLOGYHarry Lang

MANAGER, PRODUCTDEVELOPMENT INTERACTIVE& TECHNOLOGYDaniel Felts

SPECIAL THANKSChristina Burbank

VIACOM CONSUMERPRODUCTS/PARAMOUNTPICTURESAndrea Hein, Terri Helton,Pam Newton, Rick Berman,Dave Rossi, Mike Okuda,Sandi Isaacs

GAMESPYJoost SchuurTravis Hogue

RAD GAME TOOLS, INC.Mitch SouleJeff Roberts

CUSTOMER SUPPORTYou should read through the manual and the readme file on the CD beforecontacting Activision Customer Support. Additionally, if you have internetaccess, search our troubleshooting database at:http://www.activision.com/support.

Please ensure that your computer system meets the minimum systemrequirements that are listed on the bottom of the box. Our Customer Supportrepresentatives will not be able to help customers whose computers do notmeet the requirements. So that we can better help you, please have thefollowing information ready:

• Complete product title (include version number)• Exact error message reported (if any) and a brief description of

the problem• Your computer’s processor type and speed (e.g. Pentium 200 MHz)• Amount of RAM• Make and model of your video and sound cards (e.g. Diamond Viper V770,

Creative Sound Blaster Live Platinum)• Make and model of your CD-ROM or DVD-ROM drive (e.g. Samsung SC-140)• Operating system

NOTE: Please do not contact Customer Support for hints/codes/cheats;only technical issues.

Internet/E-mail: http://www.activision.com/supportOur support section of the web has the most up-to-date informationavailable, including patches that can be downloaded free-of-charge. Weupdate the support pages daily so please check here first for solutions. Bygoing to the Find Answers section and selecting the platform/game you areinquiring about you can view the top solutions for the game to date. If youdon’t find your question/solution there try using inputting a keyword intothe search.

If you cannot find an answer to your issue you can email us using thesupport form. A response may take anywhere from 24-72 hours depending onthe volume of messages we receive and the nature of your problem. Duringthe first few weeks of a game release and during holiday seasons theresponse time may take a little longer.

NOTE: Internet/e-mail support is handled in English only.NOTE: The multiplayer components of Activision games are handled onlythrough internet/e-mail.

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CUSTOMER SUPPORT

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Phone: (310) 255-2050You can call our 24-hour voice-mail system for answers to our mostfrequently asked questions at the above number. Contact a Customer SupportRepresentative at the same number between the hours of 9:00 am and 5:00pm (Pacific Time), Monday through Friday, except holidays. When callingplease make sure you are in front of your computer with the power on andhave all the necessary information as listed above at hand.

Please do not send any game returns directly to Activision without firstcontacting Customer Support. It is our policy that game returns/refundsmust be dealt with by the retailer or online site where you purchased theproduct. Please see the Limited Warranty contained within our SoftwareLicense Agreement for warranty replacements.

SOFTWARE LICENSE AGREEMENTIMPORTANT - READ CAREFULLY: YOUR USE OF THIS SOFTWARE (THE “PROGRAM”) IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET FORTHBELOW. THE “PROGRAM” INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS,AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY AND ALL COPIES OF SUCH SOFTWARE AND MATERIALS. BY OPENING THISPACKAGE, INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFTWARE PROGRAMS INCLUDED WITHIN THE PROGRAM, YOU ACCEPT THETERMS OF THIS LICENSE WITH ACTIVISION, INC. (“ACTIVISION”). LIMITED USE LICENSE: Subject to the conditions described below, Activision grants you the non-exclusive, non-transferable, limited right and licenseto install and use one copy of the Program solely and exclusively for your personal use. All rights not specifically granted under this Agreement arereserved by Activision and, as applicable, Activision’s licensors. The Program is licensed, not sold, for your use. Your license confers no title orownership in the Program and should not be construed as a sale of any rights in the Program. All rights not specifically granted under this Agreementare reserved by Activision and, as applicable, its licensors.LICENSE CONDITIONSYou agree not to:• Exploit the Program or any of its parts commercially, including but not limited to use at a cyber cafe, computer gaming center or any other

location-based site. Activision may offer a separate Site License Agreement to permit you to make the Program available for commercial use; seethe contact information below.

• Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent ofActivision.

• Use the Program, or permit use of the Program, in a network, multi-user arrangement or remote access arrangement, including any on-line use,except as otherwise specifically provided by the Program.

• Use the Program, or permit use of the Program, on more than one computer, computer terminal, or workstation at the same time.• Make copies of the Program or any part thereof, except for back up or archival purposes, or make copies of the materials accompanying the

Program.• Copy the Program onto a hard drive or other storage device; you must run the Program from the included CD-ROM (although the Program itself

may automatically copy a portion of the Program onto your hard drive during installation in order to run more efficiently).• Reverse engineer, derive source code, modify, decompile, or disassemble the Program, in whole or in part.• Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.• Export or re-export the Program or any copy or adaptation thereof in violation of any applicable laws or regulations.OWNERSHIP: All title, ownership rights and intellectual property rights in and to the Program and any and all copies thereof are owned by Activisionor its licensors. The Program is protected by the copyright laws of the United States, international copyright treaties and conventions and other laws.The Program contains certain licensed materials and Activision’s licensors may protect their rights in the event of any violation of this Agreement. Youagree not to remove, disable or circumvent any proprietary notices or labels contained on or within the Program.THE PROGRAM UTILITIES: The Program contains certain design, programming and processing utilities, tools, assets and other resources (“theProgram Utilities”) for use with the Program that allow you to create customized new game levels and other related game materials for personal use inconnection with the Program (“New Game Materials”). The use of the Program Utilities is subject to the following additional license restrictions:• You agree that, as a condition to your using the Program Utilities, you will not use or allow third parties to use the Program Utilities and the New

Game Materials created by you for any commercial purposes, including but not limited to selling, renting, leasing, licensing, distributing, orotherwise transferring the ownership of such New Game Materials, whether on a stand alone basis or packaged in combination with the NewGame Materials created by others, through any and all distribution channels, including, without limitation, retail sales and on-line electronicdistribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials forcommercial distribution. You agree to promptly inform Activision in writing of any instances of your receipt of any such proposal or offer.

• If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so solely without charge. • New Game Materials shall not contain modifications to any COM, EXE or DLL files or to any other executable Product files.• New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of the

Program. New Game Materials may not be designed to be used as a stand-alone product.• New Game Materials must not contain any illegal, obscene or defamatory materials, materials that infringe rights of privacy and publicity of third

parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trademarks, copyright-protected works or otherproperties of third parties.

• All New Game Materials must contain prominent identification at least in any on-line description and with reasonable duration on the openingscreen: (a) the name and E-mail address of the New Game Materials’ creator(s) and (b) the words “THIS MATERIAL IS NOT MADE ORSUPPORTED BY ACTIVISION.”

LIMITED WARRANTY: Activision warrants to the original consumer purchaser of the Program that the recording medium on which the Program isrecorded will be free from defects in material and workmanship for 90 days from the date of purchase. If the recording medium is found defectivewithin 90 days of original purchase, Activision agrees to replace, free of charge, any product discovered to be defective within such period upon itsreceipt of the Product, postage paid, with proof of the date of purchase, as long as the Program is still being manufactured by Activision. In the eventthat the Program is no longer available, Activision retains the right to substitute a similar program of equal or greater value. This warranty is limited tothe recording medium containing the Program as originally provided by Activision and is not applicable to normal wear and tear. This warranty shallnot be applicable and shall be void if the defect has arisen through abuse, mistreatment, or neglect. Any implied warranties prescribed by statute areexpressly limited to the 90-day period described above.EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED,INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, AND NO OTHERREPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISION. When returning the Program for warranty replacement please send the original product disks only in protective packaging and include: (1) aphotocopy of your dated sales receipt; (2) your name and return address typed or clearly printed; (3) a brief note describing the defect, the problem(s)you are encountered and the system on which you are running the Program; (4) if you are returning the Program after the 90-day warranty period, butwithin one year after the date of purchase, please include check or money order for $10 U.S. (A$19 for Australia, or £10.00 for Europe) currency perdisc replacement. Note: Certified mail recommended.

In the U.S. send to:Warranty ReplacementsActivision, Inc.P.O. Box 67713Los Angeles, California 90067

In Europe send to:WARRANTY REPLACEMENTSACTIVISION (UK) Ltd., Parliament House, St Laurence Way, Slough, Berkshire, SL1 2BW, United Kingdom.Disc Replacement: +44 (0) 8705 143 525

In Australia send to:Warranty ReplacementsActivisionLevel 551 Rawson StreetEpping, NSW 2121Australia

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LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTINGFROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILUREOR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OFTHE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR THE LICENSE TO USE THISPROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION ORLIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAYNOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROMJURISDICTION TO JURISDICTION.TERMINATION: Without prejudice to any other rights of Activision, this Agreement will terminate automatically if you fail to comply with its terms andconditions. In such event, you must destroy all copies of the Program and all of its component parts.U.S. GOVERNMENT RESTRICTED RIGHTS: the Program and documentation have been developed entirely at private expense and are provided as“Commercial Computer Software” or “restricted computer software.” Use, duplication or disclosure by the U.S. Government or a U.S. Governmentsubcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses inDFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/Manufacturer is Activision, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.INJUNCTION: Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agree that Activisionshall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, inaddition to such other remedies as Activision may otherwise have under applicable laws.INDEMNITY: You agree to indemnify, defend and hold Activision, its partners, licensors, affiliates, contractors, officers, directors, employees andagents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Productpursuant to the terms of this Agreement MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between the parties and supersedes all prioragreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement isheld to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remainingprovisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreementsbetween California residents entered into and to be performed within California, except as governed by federal law and you consent to the exclusivejurisdiction of the state and federal courts in Los Angeles, California. If you have any questions concerning this license, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, USA,(310) 255-2000, Attn. Business and Legal Affairs, [email protected].


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